X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_physics.qc;h=6ddf7b69ed806e75bf81c1cea5de0307176a03b6;hb=fe2c20aee6dd13a656f73eaa836e47a3f6fdca1a;hp=51bfc62c6382a3fcf3c64e5aa22e4ebb8812c654;hpb=14d52331c099f8ad672f5ab28ada4dc50243230c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index 51bfc62c6..6ddf7b69e 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -169,10 +169,7 @@ void PlayerJump (void) self.flags &~= FL_ONGROUND; self.flags &~= FL_JUMPRELEASED; - if (self.crouch) - setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE); - else if (self.animstate_startframe != self.anim_melee_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // jump animation shouldn't override melee until we have animation blending (or until the anim finished, 21/20 = numframes/fps) - setanim(self, self.anim_jump, FALSE, TRUE, TRUE); + animdecide_setaction(self, ANIMACTION_JUMP, TRUE); if(g_jump_grunt) PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND); @@ -715,20 +712,6 @@ void SV_PlayerPhysics() else if(g_keepaway) maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed; - if(g_runematch) - { - if(self.runes & RUNE_SPEED) - { - if(self.runes & CURSE_SLOW) - maxspd_mod *= autocvar_g_balance_rune_speed_combo_highspeed; - else - maxspd_mod *= autocvar_g_balance_rune_speed_highspeed; - } - else if(self.runes & CURSE_SLOW) - { - maxspd_mod *= autocvar_g_balance_curse_slow_highspeed; - } - } maxspd_mod *= autocvar_g_movement_highspeed; // fix physics stats for g_movement_highspeed @@ -897,15 +880,15 @@ void SV_PlayerPhysics() maxspd_mod = autocvar_sv_spectator_speed_multiplier; if(!self.spectatorspeed) self.spectatorspeed = maxspd_mod; - if(self.impulse && self.impulse <= 19) + if(self.impulse && self.impulse <= 19 || self.impulse >= 200 && self.impulse <= 209 || self.impulse >= 220 && self.impulse <= 229) { if(self.lastclassname != "player") { - if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18) + if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || self.impulse >= 200 && self.impulse <= 209) self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5); else if(self.impulse == 11) self.spectatorspeed = maxspd_mod; - else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19) + else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || self.impulse >= 220 && self.impulse <= 229) self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5); else if(self.impulse >= 1 && self.impulse <= 9) self.spectatorspeed = 1 + 0.5 * (self.impulse - 1); @@ -1074,7 +1057,7 @@ void SV_PlayerPhysics() PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0); } } - else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO)) + else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.freezetag_frozen) { //makevectors(self.v_angle_y * '0 1 0'); makevectors(self.v_angle); @@ -1176,7 +1159,7 @@ void SV_PlayerPhysics() else if (self.flags & FL_ONGROUND) { // we get here if we ran out of ammo - if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32)) + if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01) sprint(self, "You don't have any fuel for the ^2Jetpack\n"); // walking @@ -1259,7 +1242,7 @@ void SV_PlayerPhysics() { float wishspeed0; // we get here if we ran out of ammo - if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32)) + if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01) sprint(self, "You don't have any fuel for the ^2Jetpack\n"); if(maxspd_mod < 1)