X-Git-Url: https://de.git.xonotic.org/?p=voretournament%2Fvoretournament.git;a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fcl_client.qc;fp=data%2Fqcsrc%2Fserver%2Fcl_client.qc;h=2f0b07d26b6912d3390c03a7e1a07b96e3eab0b8;hp=aedf04dbb1acbc944352f4edabeb54cdd8debddf;hb=8cafc5adad92ae3d4f6c75260a1a1d509942447a;hpb=00ac8e5952aee627daef6d216f47bdfb4e050fd1 diff --git a/data/qcsrc/server/cl_client.qc b/data/qcsrc/server/cl_client.qc index aedf04db..2f0b07d2 100644 --- a/data/qcsrc/server/cl_client.qc +++ b/data/qcsrc/server/cl_client.qc @@ -942,7 +942,6 @@ void PutClientInServer (void) self.angles_z = 0; // never spawn tilted even if the spot says to self.fixangle = TRUE; // turn this way immediately - self.leanangle_damage_force = '0 0 0'; self.velocity = '0 0 0'; self.avelocity = '0 0 0'; self.punchangle = '0 0 0'; @@ -2672,57 +2671,6 @@ void PlayerPreThink (void) self.fixangle = TRUE; } - if(self.deadflag == DEAD_NO && !self.stat_eaten) // prevents bugs - { - // lean the player with damage and acceleration - // credits go to divVerent for these maths :) - vector L0, L1, LF, LA; - - LA = AnglesTransform_FromAngles(self.angles); - - // acceleration leaning - if(cvar("g_leanplayer_acceleration")) - { - // average velocity to obtain a smooth acceleration - float f; - f = frametime * cvar("g_leanplayer_acceleration_fade"); - self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f; - } - - vector accel; - accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration - - // bound angles to the specified limit - accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max")); - accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max")); - accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max")); - - L0_x = vlen(accel) * -1; - L0_y = L1_y = vectoyaw(accel); - - L0 = AnglesTransform_FromAngles(L0); - L1 = AnglesTransform_FromAngles(L1); - LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0); - LA = AnglesTransform_Multiply(LA, LF); - // end of acceleration leaning - - // damage leaning - L0 = vectoangles(self.leanangle_damage_loc); - L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force); - - L0 = AnglesTransform_FromAngles(L0); - L1 = AnglesTransform_FromAngles(L1); - LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0); - - LA = AnglesTransform_Multiply(LA, LF); - - // fade the player back to normal rotation each frame - self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade"); - // end of damage leaning - - self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE); - } - SetPlayerSize(); if(frametime)