X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fphysics%2Fmovetypes%2Fwalk.qc;h=c0f2fac9640be94fa6c550536f029c2197180e38;hb=780df3d4c8c05a74b64af03b46794e6cbc65fa19;hp=6e4c548d6cd8aecdd2ced19a27d7f31b406524bf;hpb=e044c33d2e56a13837659b0cdb0ac9a2e6242957;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/physics/movetypes/walk.qc b/qcsrc/common/physics/movetypes/walk.qc index 6e4c548d6..c0f2fac96 100644 --- a/qcsrc/common/physics/movetypes/walk.qc +++ b/qcsrc/common/physics/movetypes/walk.qc @@ -8,7 +8,7 @@ void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove return; if (GAMEPLAYFIX_UNSTICKPLAYERS(this)) - _Movetype_UnstickEntity(this); + _Movetype_CheckStuck(this); bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP)); @@ -170,6 +170,13 @@ void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove { // this has been disabled so that you can't jump when you are stepping // up while already jumping (also known as the Quake2 double jump bug) + // LordHavoc: disabled this check so you can walk on monsters/players + //if (PRVM_serveredictfloat(ent, solid) == SOLID_BSP) + if(GAMEPLAYFIX_STEPDOWN(this) == 2) + { + SET_ONGROUND(this); + this.groundentity = trace_ent; + } } else {