#include "walljump.qh"
+#ifdef GAMEQC
#ifdef CSQC
REGISTER_MUTATOR(walljump, true);
#elif defined(SVQC)
-REGISTER_MUTATOR(walljump, cvar("g_walljump"));
+REGISTER_MUTATOR(walljump, autocvar_g_walljump);
#endif
#define PHYS_WALLJUMP(s) STAT(WALLJUMP, s)
float dist = 10, max_normal = 0.2, scaler = 100;
vector start = this.origin;
- TRACE(start + v_forward * scaler)
- TRACE(start - v_forward * scaler)
- TRACE(start + v_right * scaler)
- TRACE(start - v_right * scaler)
+ vector forward, right, _up;
+ MAKE_VECTORS(this.angles, forward, right, _up);
+ TRACE(start + forward * scaler)
+ TRACE(start - forward * scaler)
+ TRACE(start + right * scaler)
+ TRACE(start - right * scaler)
#undef TRACE
return '0 0 0';
}
if(!IS_DEAD(player))
{
vector plane_normal = PlayerTouchWall(player);
-
+
if(plane_normal != '0 0 0')
{
float wj_force = PHYS_WALLJUMP_FORCE(player);
}
}
}
+
+#endif