]> 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 d41802963a27b2df248313dd89b5f20c2324060a..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));
 
@@ -20,6 +20,14 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
        vector start_origin = this.origin;
        vector start_velocity = this.velocity;
 
+       if(PHYS_WALLCLIP(this) && this.pm_time)
+       {
+               if(dt >= this.pm_time || (this.flags & FL_WATERJUMP))
+                       this.pm_time = 0;
+               else
+                       this.pm_time -= dt;
+       }
+
        int clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
 
        if (GAMEPLAYFIX_DOWNTRACEONGROUND(this) && !(clip & 1))
@@ -45,6 +53,8 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
        // if the move did not hit the ground at any point, we're not on ground
        if (!(clip & 1))
                UNSET_ONGROUND(this);
+       else if(PHYS_WALLCLIP(this) && !this.groundentity && (PHYS_WALLCLIP(this) == 2 || start_velocity.z < -200)) // don't do landing time if we were just going down a slope
+               this.pm_time = 0.25;
 
        _Movetype_CheckVelocity(this);
        _Movetype_LinkEdict(this, true);
@@ -160,6 +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
        {