]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
support upper and lower implicit actions; add back jump detection
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 5b4b1c001c44ad300151c59e788881753dd63a29..1791bfeef8a8efa902df9e8db586a6a1cfbba091 100644 (file)
@@ -245,36 +245,6 @@ void player_anim (void)
                animbits |= ANIMSTATE_DUCK;
        animdecide_setstate(self, animbits, FALSE);
 
-       /* FIXME-CSAD port this to animdecide.qc
-       if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
-       {
-               if (self.crouch)
-               {
-                       if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
-                       {
-                               traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
-                               if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
-                               {
-                                       setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
-                                       self.restart_jump = FALSE;
-                               }
-                       }
-               }
-               else
-               {
-                       if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
-                       {
-                               traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
-                               if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
-                               {
-                                       setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
-                                       self.restart_jump = FALSE;
-                               }
-                       }
-               }
-       }
-       */
-
        animdecide_setframes(self, FALSE);
 
        if (self.weaponentity)