fix weapon jitters when walking up ramps, and prediction failures when doing rampjump...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 3 Mar 2007 21:59:03 +0000 (21:59 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 3 Mar 2007 21:59:03 +0000 (21:59 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6939 d7cf8633-e32d-0410-b094-e92efae38249

cl_input.c

index 60ea487..47971a5 100644 (file)
@@ -781,7 +781,7 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
        VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
        VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
        trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
-       s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7 && s->velocity[2] < 0.5f * cl_gravity.value * s->q.frametime;
+       s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
 
        // set watertype/waterlevel
        VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);