diff options
-rw-r--r-- | src/cgame/cg_players.c | 1 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 56 |
2 files changed, 40 insertions, 17 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index 27e93d85..803f3389 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -504,7 +504,6 @@ static int CG_GetCorpseNum( int pclass ) { for ( i = 0 ; i < MAX_CLIENTS; i++ ) { match = &cgs.corpseinfo[ i ]; - Com_Printf( "%d: %s %s\n", i, modelName, match->modelName ); if ( !match->infoValid ) continue; diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 91bade11..0f5784b2 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -541,7 +541,20 @@ static qboolean PM_CheckJump( void ) { pm->ps->stats[ STAT_STAMINA ] -= 500; pm->ps->groundEntityNum = ENTITYNUM_NONE; - pm->ps->velocity[2] = JUMP_VELOCITY; + + //TA: jump away from wall + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + vec3_t normal = { 0, 0, -1 }; + + if( !( pm->ps->stats[ STAT_STATE ] & SS_GPISROTVEC ) ) + VectorCopy( pm->ps->grapplePoint, normal ); + + VectorMA( pm->ps->velocity, JUMP_VELOCITY, normal, pm->ps->velocity ); + } + else + pm->ps->velocity[2] = JUMP_VELOCITY; + PM_AddEvent( EV_JUMP ); if ( pm->cmd.forwardmove >= 0 ) { @@ -1374,7 +1387,7 @@ static void PM_GroundClimbTrace( void ) float toAngles[3], surfAngles[3], srotAngle; trace_t trace; int i; - qboolean smoothed = qtrue; + //qboolean smoothed = qtrue; //TA: what the hell is this for? //TA: If we're on the ceiling then grapplePoint is a rotation normal.. otherwise its a surface normal. // would have been nice if Carmack had left a few random variables in the ps struct for mod makers @@ -1435,7 +1448,8 @@ static void PM_GroundClimbTrace( void ) pm->ps->stats[ STAT_STATE ] &= ~SS_WALLTRANSIDING; //if we hit something - if( trace.fraction < 1.0 && !( trace.surfaceFlags & ( SURF_SKY | SURF_NOIMPACT ) ) && !( trace.entityNum != 1022 && i != 3 ) ) + if( trace.fraction < 1.0 && !( trace.surfaceFlags & ( SURF_SKY | SURF_NOIMPACT ) ) && + !( trace.entityNum != 1022 && i != 3 ) ) { if( i == 2 ) VectorCopy( trace.endpos, pm->ps->origin ); @@ -1446,7 +1460,7 @@ static void PM_GroundClimbTrace( void ) { //experimental: slow down speed around transitions pm->ps->stats[ STAT_STATE ] |= SS_WALLTRANSIDING; - + //if the trace result or the old vector is not the floor or ceiling correct the YAW angle if( !VectorCompare( trace.plane.normal, refNormal ) && !VectorCompare( surfNormal, refNormal ) && !VectorCompare( trace.plane.normal, ceilingNormal ) && !VectorCompare( surfNormal, ceilingNormal ) ) @@ -1533,13 +1547,12 @@ static void PM_GroundClimbTrace( void ) srotAngle = abs( RAD2DEG( arccos( DotProduct( surfNormal, trace.plane.normal ) ) ) ); PM_AddSmoothOp( srotAxis, srotAngle ); - smoothed = qfalse; + //smoothed = qfalse; } pml.groundTrace = trace; - //so everything knows where we're wallclimbing - pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBING; + //so everything knows where we're wallclimbing (ie client side) pm->ps->legsAnim |= ANIM_WALLCLIMBING; //if we're not stuck to the ceiling then set grapplePoint to be a surface normal @@ -1569,14 +1582,13 @@ static void PM_GroundClimbTrace( void ) if ( trace.fraction >= 1.0 ) { // if the trace didn't hit anything, we are in free fall - //Com_Printf("trace missed\n"); + //Com_Printf( "trace missed justFallen:%d\n", wcl[ pm->ps->clientNum ].justFallen ); PM_GroundTraceMissed(); pml.groundPlane = qfalse; pml.walking = qfalse; - pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; pm->ps->legsAnim &= ~ANIM_WALLCLIMBING; - if( wcl[ pm->ps->clientNum ].justFallen && !smoothed ) + if( wcl[ pm->ps->clientNum ].justFallen ) //&& !smoothed ) { if( pm->ps->stats[ STAT_STATE ] & SS_GPISROTVEC ) { @@ -1629,13 +1641,25 @@ PM_GroundTrace ============= */ static void PM_GroundTrace( void ) { - vec3_t point, forward, srotAxis; - vec3_t refNormal = { 0, 0, 1 }; - vec3_t ceilingNormal = { 0, 0, -1 }; - trace_t trace; - float srotAngle; + vec3_t point, forward, srotAxis; + vec3_t refNormal = { 0, 0, 1 }; + vec3_t ceilingNormal = { 0, 0, -1 }; + trace_t trace; + float srotAngle; + static int old; //TA: is it bad to use statics too often? + + if( pm->cmd.upmove < 0 && old >= 0 ) + { + if( !pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING && pm->cmd.upmove < 0 ) + pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBING; + else if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING && pm->cmd.upmove < 0 ) + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + } + + old = pm->cmd.upmove; - if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) && ( pm->cmd.upmove < 0 ) ) + //if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) && ( pm->cmd.upmove < 0 ) ) + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) && ( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) { PM_GroundClimbTrace( ); return; |