]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_physics.qc
Merge remote-tracking branch 'origin/master' into divVerent/csad
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
index 51bfc62c6382a3fcf3c64e5aa22e4ebb8812c654..95dba951df6efb1109ab3c1f29d810c8b348a099 100644 (file)
@@ -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);
@@ -1074,7 +1071,7 @@ 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 +1173,7 @@ 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 +1256,7 @@ 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)