X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_physics.qc;h=b675c56e962ed9d94a5f8fddbdd01c3d619ff073;hb=15e3ce0b9d9fe776afdd9a1adb16d212ec1de48c;hp=b7e8bc22648b631647bf33898c4be713dc3d46f9;hpb=88296a0f82b51a5b98d15f7be8032cdf584eec99;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index b7e8bc226..b675c56e9 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -171,7 +171,7 @@ void PlayerJump (void) if (self.crouch) setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE); - else + 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); if(g_jump_grunt) @@ -182,7 +182,7 @@ void PlayerJump (void) } void CheckWaterJump() { - local vector start, end; + vector start, end; // check for a jump-out-of-water makevectors (self.angles); @@ -207,7 +207,7 @@ void CheckWaterJump() return; } } -}; +} void CheckPlayerJump() { if(self.flags & FL_ONGROUND) @@ -697,8 +697,8 @@ float speedaward_lastupdate; float speedaward_lastsent; void SV_PlayerPhysics() { - local vector wishvel, wishdir, v; - local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons; + vector wishvel, wishdir, v; + float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons; string temps; float buttons_prev; float not_allowed_to_move; @@ -732,6 +732,7 @@ void SV_PlayerPhysics() maxspd_mod *= autocvar_g_movement_highspeed; // fix physics stats for g_movement_highspeed + // TODO maybe rather use maxairspeed? needs testing self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod); if(autocvar_sv_airstrafeaccel_qw) self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod); @@ -1340,4 +1341,4 @@ void SV_PlayerPhysics() self.lastflags = self.flags; self.lastclassname = self.classname; -}; +}