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5 changed files with 20 additions and 86 deletions

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@ -51,10 +51,6 @@ typedef struct {
vec3_t previous_origin;
vec3_t previous_velocity;
int previous_waterlevel;
// QL step jump context flag — set before calling PM_Jump
// from PM_StepSlideMove to get additive velocity instead of flat set
qboolean isStepJump;
} pml_t;
extern pmove_t *pm;
@ -81,8 +77,6 @@ void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
void PM_AddTouchEnt( int entityNum );
void PM_AddEvent( int newEvent );
qboolean PM_CanJump( void );
void PM_Jump( void );
qboolean PM_SlideMove( qboolean gravity );
void PM_StepSlideMove( qboolean gravity );

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@ -353,71 +353,32 @@ static void PM_SetMovementDir( void ) {
/*
=============
PM_Jump
Applies jump velocity, event, and animation.
Extracted from PM_CheckJump so it can be called
from other contexts (step jump, double jump, etc).
PM_CheckJump
=============
*/
/*
=============
PM_CanJump
Returns qtrue if a jump would succeed right now.
Checks both player state AND input (upmove >= 10).
Used by PM_StepSlideMove to decide whether stepping
up stairs should trigger a jump.
=============
*/
qboolean PM_CanJump( void ) {
static qboolean PM_CheckJump( void ) {
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return qfalse;
}
if ( pm->ps->pm_type != PM_NORMAL ) {
return qfalse;
return qfalse; // don't allow jump until all buttons are up
}
if ( pm->cmd.upmove < 10 ) {
// not holding jump
return qfalse;
}
// QL: 100ms minimum delay between jumps.
// Prevents same-frame double-fires. Step jumps launch the player
// high enough (~400ms airtime) that the next stair collision
// naturally exceeds this threshold.
if ( pm->cmd.serverTime - pm->ps->lastJumpTime < 100 ) {
// must wait for jump to be released
if ( pm->ps->pm_flags & PMF_JUMP_HELD ) {
// clear upmove so cmdscale doesn't lower running speed
pm->cmd.upmove = 0;
return qfalse;
}
return qtrue;
}
void PM_Jump( void ) {
pml.groundPlane = qfalse; // jumping away
pml.walking = qfalse;
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
if ( pml.isStepJump ) {
// QL step jump: additive velocity, preserving existing upward motion.
// This launches the player high enough to skip several stairs,
// so the next collision is >100ms away and the cooldown works.
pm->ps->velocity[2] += JUMP_VELOCITY;
if ( pm->ps->velocity[2] < JUMP_VELOCITY ) {
pm->ps->velocity[2] = JUMP_VELOCITY;
}
if ( pm->ps->velocity[2] > 700 ) {
pm->ps->velocity[2] = 700;
}
} else {
// Normal ground jump: flat velocity set (Q3 behavior)
pm->ps->velocity[2] = JUMP_VELOCITY;
}
pm->ps->lastJumpTime = pm->cmd.serverTime;
pm->ps->velocity[2] = JUMP_VELOCITY;
PM_AddEvent( EV_JUMP );
if ( pm->cmd.forwardmove >= 0 ) {
@ -427,23 +388,6 @@ void PM_Jump( void ) {
PM_ForceLegsAnim( LEGS_JUMPB );
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
}
/*
=============
PM_CheckJump
=============
*/
static qboolean PM_CheckJump( void ) {
if ( !PM_CanJump() ) {
return qfalse;
}
// QL autohop: no PMF_JUMP_HELD gate here.
// The Pmove() outer loop forces upmove=20 when
// PMF_JUMP_HELD is set, allowing continuous bunny hopping.
PM_Jump();
return qtrue;
}

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@ -246,9 +246,15 @@ void PM_StepSlideMove( qboolean gravity ) {
return; // we got exactly where we wanted to go first try
}
// QL pm_airSteps: allow step-ups with upward velocity.
// Q3 blocked step-ups during jumps unless ground was directly below.
// This prevented smooth stair traversal while bunny-hopping.
VectorCopy(start_o, down);
down[2] -= STEPSIZE;
pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
VectorSet(up, 0, 0, 1);
// never step up when you still have up velocity
if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
DotProduct(trace.plane.normal, up) < 0.7)) {
return;
}
VectorCopy (pm->ps->origin, down_o);
VectorCopy (pm->ps->velocity, down_v);
@ -279,14 +285,8 @@ void PM_StepSlideMove( qboolean gravity ) {
if ( !trace.allsolid ) {
VectorCopy (trace.endpos, pm->ps->origin);
}
// QL: only clip velocity to step surface when moving INTO it.
// Skip clip when velocity is already moving away (preserves
// upward momentum through stair steps during bunny-hopping).
if ( trace.fraction < 1.0 ) {
float vdotn = DotProduct( pm->ps->velocity, trace.plane.normal );
if ( vdotn < 0 || fabs( vdotn ) < 0.001f ) {
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
#if 0

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@ -1212,9 +1212,6 @@ typedef struct playerState_s {
int pmove_framecount; // FIXME: don't transmit over the network
int jumppad_frame;
int entityEventSequence;
// QL additions
int lastJumpTime; // serverTime of last jump, for 100ms cooldown
} playerState_t;

View file

@ -1147,8 +1147,7 @@ netField_t playerStateFields[] =
{ PSF(grapplePoint[1]), 0 },
{ PSF(grapplePoint[2]), 0 },
{ PSF(jumppad_ent), 10 },
{ PSF(loopSound), 16 },
{ PSF(lastJumpTime), 32 }
{ PSF(loopSound), 16 }
};
/*