QL stair traversal: conditional velocity clip + air steps
Two changes to PM_StepSlideMove that transform stair traversal: 1. Remove Q3 velocity[2]>0 gate (QL pm_airSteps): allow step-ups while airborne, enabling bunny-hop stair traversal. 2. Conditional velocity clip: only clip velocity to step-down surface when moving INTO it (dot product < 0). Skip clip when velocity is moving away (dot >= 0), preserving upward momentum through steps. This is THE key mechanic for smooth QL-style stair hopping. Also adds 100ms jump cooldown (lastJumpTime) to prevent same-frame double-fires during rapid step-ups. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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3 changed files with 19 additions and 11 deletions
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@ -26,7 +26,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define STEPSIZE 18
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#define STEPSIZE 18
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#define JUMP_VELOCITY 270
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#define JUMP_VELOCITY 275
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#define TIMER_LAND 130
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#define TIMER_LAND 130
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#define TIMER_GESTURE (34*66+50)
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#define TIMER_GESTURE (34*66+50)
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@ -383,6 +383,14 @@ qboolean PM_CanJump( void ) {
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return qfalse;
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return qfalse;
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}
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}
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// QL: 100ms minimum delay between jumps.
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// Prevents same-frame double-fires. Step jumps launch the player
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// high enough (~400ms airtime) that the next stair collision
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// naturally exceeds this threshold.
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if ( pm->cmd.serverTime - pm->ps->lastJumpTime < 100 ) {
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return qfalse;
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}
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return qtrue;
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return qtrue;
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}
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}
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@ -246,15 +246,9 @@ void PM_StepSlideMove( qboolean gravity ) {
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return; // we got exactly where we wanted to go first try
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return; // we got exactly where we wanted to go first try
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}
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}
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VectorCopy(start_o, down);
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// QL pm_airSteps: allow step-ups with upward velocity.
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down[2] -= STEPSIZE;
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// Q3 blocked step-ups during jumps unless ground was directly below.
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pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
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// This prevented smooth stair traversal while bunny-hopping.
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VectorSet(up, 0, 0, 1);
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// never step up when you still have up velocity
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if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
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DotProduct(trace.plane.normal, up) < 0.7)) {
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return;
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}
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VectorCopy (pm->ps->origin, down_o);
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VectorCopy (pm->ps->origin, down_o);
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VectorCopy (pm->ps->velocity, down_v);
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VectorCopy (pm->ps->velocity, down_v);
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@ -285,9 +279,15 @@ void PM_StepSlideMove( qboolean gravity ) {
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if ( !trace.allsolid ) {
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if ( !trace.allsolid ) {
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VectorCopy (trace.endpos, pm->ps->origin);
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VectorCopy (trace.endpos, pm->ps->origin);
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}
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}
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// QL: only clip velocity to step surface when moving INTO it.
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// Skip clip when velocity is already moving away (preserves
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// upward momentum through stair steps during bunny-hopping).
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if ( trace.fraction < 1.0 ) {
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if ( trace.fraction < 1.0 ) {
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float vdotn = DotProduct( pm->ps->velocity, trace.plane.normal );
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if ( vdotn < 0 || fabs( vdotn ) < 0.001f ) {
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PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
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PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
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}
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}
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}
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#if 0
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#if 0
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// if the down trace can trace back to the original position directly, don't step
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// if the down trace can trace back to the original position directly, don't step
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