]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
various improvements
authorFruitieX <rasse@rasse-lappy.localdomain>
Mon, 9 Aug 2010 12:53:00 +0000 (15:53 +0300)
committerFruitieX <rasse@rasse-lappy.localdomain>
Mon, 9 Aug 2010 12:53:00 +0000 (15:53 +0300)
qcsrc/server/cl_physics.qc

index 4f8c61219f630ec0887fd81c4ccf39fdfeb6d916..78418ac5bcd494ccc51e4c9bc4094280741557ef 100644 (file)
@@ -34,8 +34,11 @@ float sv_airspeedlimit_nonqw;
 .float spectatorspeed;
 
 .float multijump_count;
-.float multijump_delay;
 .float multijump_ready;
+.float prevjumpbutton;
+
+.float prevtopspeed; // store the top speed during the last 0.25 seconds to make dodging at full speeds easier
+.float prevtopspeed_time;
 
 /*
 =============
@@ -72,19 +75,14 @@ void PlayerJump (void)
 
        if (cvar("g_multijump"))
        {
-               if ((self.flags & FL_JUMPRELEASED) && !(self.flags & FL_ONGROUND))
+               if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
                        self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again
-               else if (self.flags & FL_ONGROUND)
-               {
-                       if (cvar("g_multijump") > 0)
-                               self.multijump_count = 0;
-                       else
-                               self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
+               else
                        self.multijump_ready = FALSE;
-               }
        }
 
-       if(self.multijump_ready && time > self.multijump_delay && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
+       print("self.multijump_ready = ", ftos(self.multijump_ready), "self.multijump_count = ", ftos(self.multijump_count), "\n");
+       if(self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
        {
                if (cvar("g_multijump") > 0)
                {
@@ -95,7 +93,7 @@ void PlayerJump (void)
                        wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
                        wishdir = normalize(wishvel);
                        if(wishdir_x != 0 && wishdir_y != 0) // don't remove all speed if player isnt pressing any movement keys
-                               self.velocity = ('1 0 0' * wishdir_x + '0 1 0' * wishdir_y) * vlen(self.velocity); // allow "dodging" at a multijump
+                               self.velocity = ('1 0 0' * wishdir_x + '0 1 0' * wishdir_y) * self.prevtopspeed; // allow "dodging" at a multijump
 
                        self.multijump_count += 1;
                }
@@ -182,9 +180,6 @@ void PlayerJump (void)
        self.flags &~= FL_ONGROUND;
        self.flags &~= FL_JUMPRELEASED;
 
-       if (cvar("g_multijump"))
-               self.multijump_delay = time + cvar("g_multijump_delay");
-
        if (self.crouch)
                setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
        else
@@ -691,6 +686,12 @@ void SV_PlayerPhysics()
        float not_allowed_to_move;
        string c;
 
+       if(vlen(self.velocity) >= self.prevtopspeed || time - self.prevtopspeed_time > 0.25)
+       {
+               self.prevtopspeed_time = time;
+               self.prevtopspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
+       }
+       
        // fix physics stats for g_movement_highspeed
        self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed);
        if(sv_airstrafeaccel_qw)
@@ -935,6 +936,14 @@ void SV_PlayerPhysics()
 
        if(self.classname == "player")
        {
+               if(self.flags & FL_ONGROUND)
+               {
+                       if (cvar("g_multijump") > 0)
+                               self.multijump_count = 0;
+                       else
+                               self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
+               }
+
                if (self.BUTTON_JUMP)
                        PlayerJump ();
                else
@@ -942,6 +951,7 @@ void SV_PlayerPhysics()
 
                if (self.waterlevel == WATERLEVEL_SWIMMING)
                        CheckWaterJump ();
+               self.prevjumpbutton = self.BUTTON_JUMP;
        }
 
        if (self.flags & FL_WATERJUMP )