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)
}
void CheckWaterJump()
{
- local vector start, end;
+ vector start, end;
// check for a jump-out-of-water
makevectors (self.angles);
return;
}
}
-};
+}
void CheckPlayerJump()
{
if(self.flags & FL_ONGROUND)
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;
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);
anticheat_physics();
- buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * (self.BUTTON_USELEGACY || self.BUTTON_USEPRESSED) + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
+ buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
if(!buttons)
c = "x";
{
// slight annoyance for nick change scripts
self.movement = -1 * self.movement;
- self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USELEGACY = self.BUTTON_USEPRESSED = 0;
+ self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
if(self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
{
self.lastflags = self.flags;
self.lastclassname = self.classname;
-};
+}