diff options
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/g_cmds.c | 28 |
1 files changed, 12 insertions, 16 deletions
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c index e7f8879f..839ba49e 100644 --- a/src/game/g_cmds.c +++ b/src/game/g_cmds.c @@ -1571,7 +1571,7 @@ static qboolean G_RoomForClassChange( gentity_t *ent, pClass_t class, vec3_t fromMins, fromMaxs; vec3_t toMins, toMaxs; vec3_t temp; - trace_t tr, tr2; + trace_t tr; float nudgeHeight; float maxHorizGrowth; pClass_t oldClass = ent->client->ps.stats[ STAT_PCLASS ]; @@ -1579,7 +1579,7 @@ static qboolean G_RoomForClassChange( gentity_t *ent, pClass_t class, BG_FindBBoxForClass( oldClass, fromMins, fromMaxs, NULL, NULL, NULL ); BG_FindBBoxForClass( class, toMins, toMaxs, NULL, NULL, NULL ); - VectorCopy( ent->s.pos.trBase, newOrigin ); + VectorCopy( ent->s.origin, newOrigin ); // find max x/y diff maxHorizGrowth = toMaxs[ 0 ] - fromMaxs[ 0 ]; @@ -1593,38 +1593,34 @@ static qboolean G_RoomForClassChange( gentity_t *ent, pClass_t class, if( maxHorizGrowth > 0.0f ) { // test by moving the player up the max required on a 60 degree slope - nudgeHeight = ( maxHorizGrowth * 2.0f ) + 1.0f; + nudgeHeight = maxHorizGrowth * 2.0f; } else { // player is shrinking, so there's no need to nudge them upwards - nudgeHeight = 1.0f; + nudgeHeight = 0.0f; } - newOrigin[ 2 ] += fabs( toMins[ 2 ] ) - fabs( fromMins[ 2 ] ) + 1.0f; - VectorCopy( newOrigin, temp ); - temp[ 2 ] += nudgeHeight; - - toMins[ 0 ] += 1.0f; - toMins[ 1 ] += 1.0f; - toMaxs[ 0 ] -= 1.0f; - toMaxs[ 1 ] -= 1.0f; + // find what the new origin would be on a level surface + newOrigin[ 2 ] += fabs( toMins[ 2 ] ) - fabs( fromMins[ 2 ] ); //compute a place up in the air to start the real trace - trap_Trace( &tr, newOrigin, toMins, toMaxs, temp, ent->s.number, MASK_SHOT ); VectorCopy( newOrigin, temp ); - temp[ 2 ] += ( nudgeHeight * tr.fraction ) - 1.0f; + temp[ 2 ] += nudgeHeight; + trap_Trace( &tr, newOrigin, toMins, toMaxs, temp, ent->s.number, MASK_SHOT ); //trace down to the ground so that we can evolve on slopes + VectorCopy( newOrigin, temp ); + temp[ 2 ] += ( nudgeHeight * tr.fraction ); trap_Trace( &tr, temp, toMins, toMaxs, newOrigin, ent->s.number, MASK_SHOT ); VectorCopy( tr.endpos, newOrigin ); //make REALLY sure - trap_Trace( &tr2, newOrigin, toMins, toMaxs, newOrigin, + trap_Trace( &tr, newOrigin, toMins, toMaxs, newOrigin, ent->s.number, MASK_SHOT ); //check there is room to evolve - if( !tr.startsolid && tr2.fraction == 1.0f ) + if( !tr.startsolid && tr.fraction == 1.0f ) return qtrue; else return qfalse; |