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-rw-r--r--src/game/bg_pmove.c25
1 files changed, 13 insertions, 12 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index 39d2317c..a003330c 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -1918,12 +1918,13 @@ PM_GroundClimbTrace
*/
static void PM_GroundClimbTrace( void )
{
- vec3_t surfNormal, movedir, lookdir, point;
- vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
- vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f };
- vec3_t toAngles, surfAngles;
- trace_t trace;
- int i;
+ vec3_t surfNormal, movedir, lookdir, point;
+ vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
+ vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f };
+ vec3_t toAngles, surfAngles;
+ trace_t trace;
+ int i;
+ const float eps = 0.000001f;
//used for delta correction
vec3_t traceCROSSsurf, traceCROSSref, surfCROSSref;
@@ -2053,11 +2054,11 @@ static void PM_GroundClimbTrace( void )
//if the trace result and old surface normal are different then we must have transided to a new
//surface... do some stuff...
- if( !VectorCompare( trace.plane.normal, surfNormal ) )
+ if( !VectorCompareEpsilon( trace.plane.normal, surfNormal, eps ) )
{
//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 ) )
+ if( !VectorCompareEpsilon( trace.plane.normal, refNormal, eps ) && !VectorCompareEpsilon( surfNormal, refNormal, eps ) &&
+ !VectorCompareEpsilon( trace.plane.normal, ceilingNormal, eps ) && !VectorCompareEpsilon( surfNormal, ceilingNormal, eps ) )
{
//behold the evil mindfuck from hell
//it has fucked mind like nothing has fucked mind before
@@ -2115,7 +2116,7 @@ static void PM_GroundClimbTrace( void )
//transition from wall to ceiling
//normal for subsequent viewangle rotations
- if( VectorCompare( trace.plane.normal, ceilingNormal ) )
+ if( VectorCompareEpsilon( trace.plane.normal, ceilingNormal, eps ) )
{
CrossProduct( surfNormal, trace.plane.normal, pm->ps->grapplePoint );
VectorNormalize( pm->ps->grapplePoint );
@@ -2124,7 +2125,7 @@ static void PM_GroundClimbTrace( void )
//transition from ceiling to wall
//we need to do some different angle correction here cos GPISROTVEC
- if( VectorCompare( surfNormal, ceilingNormal ) )
+ if( VectorCompareEpsilon( surfNormal, ceilingNormal, eps ) )
{
vectoangles( trace.plane.normal, toAngles );
vectoangles( pm->ps->grapplePoint, surfAngles );
@@ -2139,7 +2140,7 @@ static void PM_GroundClimbTrace( void )
pm->ps->eFlags |= EF_WALLCLIMB;
//if we're not stuck to the ceiling then set grapplePoint to be a surface normal
- if( !VectorCompareEpsilon( trace.plane.normal, ceilingNormal, 0.000001f ) )
+ if( !VectorCompareEpsilon( trace.plane.normal, ceilingNormal, eps ) )
{
//so we know what surface we're stuck to
VectorCopy( trace.plane.normal, pm->ps->grapplePoint );