return vercmp_recursive(v1, v2);\r
}\r
\r
-.float current_scale;\r
void ApplyHealthSize()\r
{\r
if not(cvar("g_healthsize"))\r
return;\r
\r
- self.current_scale = self.health / 100; // range between 0 and 100\r
- self.current_scale = bound(0, self.current_scale, 100);\r
+ self.scale = self.health / 100; // ranges between 0 and 100\r
\r
- if(self.scale < self.current_scale - self.scale)\r
- self.scale += cvar("g_healthsize_speed") * sys_frametime;\r
- else if(self.scale > self.current_scale + self.scale)\r
- self.scale -= cvar("g_healthsize_speed") * sys_frametime;\r
- else\r
- self.scale = self.current_scale;\r
-\r
- if(self.crouch)\r
+ // The following code sets the bounding box to match the player's size.\r
+ // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+ // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+ // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+ /*if(self.crouch)\r
setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
else\r
- setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+ setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);*/\r
}\r
\r
void ObserverThink()\r