X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_physics.qc;h=9debb4def314eb375f3984eb04a637d2a498a18d;hb=6784fd058f3728d62dea24ca6a8b8fa1e0b0e975;hp=af77d0717df570148abe498c8ea856df7977288f;hpb=23b8d3a0e72974b6e5068a00bf9edd8788617d52;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index af77d0717..9debb4def 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -23,7 +23,7 @@ When you press the jump key */ void PlayerJump (void) { - if(self.freezetag_frozen || self.frozen) + if(self.frozen) return; // no jumping in freezetag when frozen float mjumpheight; @@ -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); @@ -715,20 +712,6 @@ void SV_PlayerPhysics() else if(g_keepaway) maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed; - if(g_runematch) - { - if(self.runes & RUNE_SPEED) - { - if(self.runes & CURSE_SLOW) - maxspd_mod *= autocvar_g_balance_rune_speed_combo_highspeed; - else - maxspd_mod *= autocvar_g_balance_rune_speed_highspeed; - } - else if(self.runes & CURSE_SLOW) - { - maxspd_mod *= autocvar_g_balance_curse_slow_highspeed; - } - } maxspd_mod *= autocvar_g_movement_highspeed; // fix physics stats for g_movement_highspeed @@ -1080,7 +1063,7 @@ 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) && !self.freezetag_frozen && !self.frozen) + 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.frozen) { //makevectors(self.v_angle_y * '0 1 0'); makevectors(self.v_angle);