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3 commits

Author SHA1 Message Date
ba1c1b5a60 QL step jump with master gate and projected validation
Add full QL-style PM_StepSlideMove with:
- Master gate: trace from start to final position filters micro-bumps
- Projected position validation: trace down at where player would be
  without collision, rejects walls (startsolid) and confirms stairs
- Air-step friction: 3% horizontal penalty on airborne step-ups
- PM_Jump() call when all gates pass on valid stair geometry

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 20:58:11 +08:00
043e3a2def 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>
2026-03-21 15:08:16 +08:00
Sergei Shubin
4c57221941 Initial commit: Quake 3 1.32b GPL source 2026-03-18 13:32:24 +08:00