]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/physics/movetypes/walk.qc
Fix unsticking so it uses the actual offset position rather than the entity's current...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / movetypes / walk.qc
index 6e4c548d6cd8aecdd2ced19a27d7f31b406524bf..c0f2fac9640be94fa6c550536f029c2197180e38 100644 (file)
@@ -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
        {