r2284 - trunk/data/qcsrc/server
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Tue Apr 3 17:29:51 EDT 2007
Author: div0
Date: 2007-04-03 17:29:51 -0400 (Tue, 03 Apr 2007)
New Revision: 2284
Modified:
trunk/data/qcsrc/server/cl_client.qc
trunk/data/qcsrc/server/cl_physics.qc
Log:
moved jump to SV_PlayerPhysics (please test) - needed for current engine
Modified: trunk/data/qcsrc/server/cl_client.qc
===================================================================
--- trunk/data/qcsrc/server/cl_client.qc 2007-04-02 16:04:37 UTC (rev 2283)
+++ trunk/data/qcsrc/server/cl_client.qc 2007-04-03 21:29:51 UTC (rev 2284)
@@ -945,94 +945,6 @@
else self.colormod = '1 1 1';
};*/
-/*
-=============
-PlayerJump
-
-When you press the jump key
-=============
-*/
-void PlayerJump (void)
-{
- float mjumpheight;
-
- mjumpheight = cvar("g_balance_jumpheight");
- if (self.waterlevel >= 2)
- {
- if (self.watertype == CONTENT_WATER)
- self.velocity_z = 200;
- else if (self.watertype == CONTENT_SLIME)
- self.velocity_z = 80;
- else
- self.velocity_z = 50;
-
- return;
- }
-
-
- if (!(self.flags & FL_ONGROUND))
- return;
-
- if (!(self.flags & FL_JUMPRELEASED))
- return;
-
- if(cvar("g_runematch"))
- {
- if(self.runes & RUNE_SPEED)
- {
- if(self.runes & CURSE_SLOW)
- mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
- else
- mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
- }
- else if(self.runes & CURSE_SLOW)
- {
- mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
- }
- }
-
- if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
- {
- mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
- }
-
- self.velocity_z = self.velocity_z + mjumpheight;
- self.oldvelocity_z = self.velocity_z;
-
- self.flags = self.flags - FL_ONGROUND;
- self.flags = self.flags - FL_JUMPRELEASED;
-}
-
-void() CheckWaterJump =
-{
- local vector start, end;
-
-// check for a jump-out-of-water
- makevectors (self.angles);
- start = self.origin;
- start_z = start_z + 8;
- v_forward_z = 0;
- normalize(v_forward);
- end = start + v_forward*24;
- traceline (start, end, TRUE, self);
- if (trace_fraction < 1)
- { // solid at waist
- start_z = start_z + self.maxs_z - 8;
- end = start + v_forward*24;
- self.movedir = trace_plane_normal * -50;
- traceline (start, end, TRUE, self);
- if (trace_fraction == 1)
- { // open at eye level
- self.flags = self.flags | FL_WATERJUMP;
- self.velocity_z = 225;
- self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
- self.teleport_time = time + 2; // safety net
- return;
- }
- }
-};
-
-
void respawn(void)
{
CopyBody(1);
@@ -1537,12 +1449,6 @@
else if (self.viewzoom < 1.0)
self.viewzoom = min (1.0, self.viewzoom + frametime);
-
- if (self.button2)
- PlayerJump ();
- else
- self.flags = self.flags | FL_JUMPRELEASED;
-
player_powerups();
player_regen();
player_anim();
Modified: trunk/data/qcsrc/server/cl_physics.qc
===================================================================
--- trunk/data/qcsrc/server/cl_physics.qc 2007-04-02 16:04:37 UTC (rev 2283)
+++ trunk/data/qcsrc/server/cl_physics.qc 2007-04-03 21:29:51 UTC (rev 2284)
@@ -14,6 +14,94 @@
.float lastflags;
.float lastground;
+/*
+=============
+PlayerJump
+
+When you press the jump key
+=============
+*/
+void PlayerJump (void)
+{
+ float mjumpheight;
+
+ mjumpheight = cvar("g_balance_jumpheight");
+ if (self.waterlevel >= 2)
+ {
+ if (self.watertype == CONTENT_WATER)
+ self.velocity_z = 200;
+ else if (self.watertype == CONTENT_SLIME)
+ self.velocity_z = 80;
+ else
+ self.velocity_z = 50;
+
+ return;
+ }
+
+
+ if (!(self.flags & FL_ONGROUND))
+ return;
+
+ if (!(self.flags & FL_JUMPRELEASED))
+ return;
+
+ if(cvar("g_runematch"))
+ {
+ if(self.runes & RUNE_SPEED)
+ {
+ if(self.runes & CURSE_SLOW)
+ mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
+ else
+ mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
+ }
+ else if(self.runes & CURSE_SLOW)
+ {
+ mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
+ }
+ }
+
+ if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
+ {
+ mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
+ }
+
+ self.velocity_z = self.velocity_z + mjumpheight;
+ self.oldvelocity_z = self.velocity_z;
+
+ self.flags = self.flags - FL_ONGROUND;
+ self.flags = self.flags - FL_JUMPRELEASED;
+}
+
+void() CheckWaterJump =
+{
+ local vector start, end;
+
+// check for a jump-out-of-water
+ makevectors (self.angles);
+ start = self.origin;
+ start_z = start_z + 8;
+ v_forward_z = 0;
+ normalize(v_forward);
+ end = start + v_forward*24;
+ traceline (start, end, TRUE, self);
+ if (trace_fraction < 1)
+ { // solid at waist
+ start_z = start_z + self.maxs_z - 8;
+ end = start + v_forward*24;
+ self.movedir = trace_plane_normal * -50;
+ traceline (start, end, TRUE, self);
+ if (trace_fraction == 1)
+ { // open at eye level
+ self.flags = self.flags | FL_WATERJUMP;
+ self.velocity_z = 225;
+ self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
+ self.teleport_time = time + 2; // safety net
+ return;
+ }
+ }
+};
+
+
void Nixnex_GiveCurrentWeapon();
void SV_PlayerPhysics()
{
@@ -103,6 +191,14 @@
self.angles_z = 0;
}
+ if(self.classname == "player")
+ {
+ if (self.button2)
+ PlayerJump ();
+ else
+ self.flags = self.flags | FL_JUMPRELEASED;
+ }
+
if (self.flags & FL_WATERJUMP )
{
self.velocity_x = self.movedir_x;
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