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Author SHA1 Message Date
6de5824395 QL stair momentum: conditional velocity clip + air steps + step jump
THE key QL stair mechanic: skip velocity clip in PM_StepSlideMove when
velocity is moving away from the step surface (dot product >= 0). Q3
always clips, zeroing vertical momentum on every step. QL preserves
upward velocity through steps, enabling smooth bunny-hop stair traversal.

Also includes:
- Remove Q3 velocity[2]>0 gate (pm_airSteps): allow step-ups during jumps
- pml.isStepJump flag for step jump context in PM_Jump
- PM_Jump: additive velocity for step jumps (+=270, min 270, max 700)
- 100ms jump cooldown via lastJumpTime

Has known glitches — saved for reference before fixing.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 06:08:10 +08:00
3327e9680c QL movement foundation: auto-hop, PM_Jump/PM_CanJump extraction, lastJumpTime
- Extract PM_Jump from PM_CheckJump for reuse by future step jump code
- Add PM_CanJump gate function (checks respawned, pm_type, upmove)
- Remove PMF_JUMP_HELD gate for QL-style auto-hop (hold jump to bunny hop)
- Add lastJumpTime to playerState_t (networked via msg.c) for jump cooldown
- bg_slidemove.c unchanged (no step jump yet -- needs proper QL analysis)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 05:45:18 +08:00
009dc313d4 Implement QL-style auto-hop (always enabled)
Remove the PMF_JUMP_HELD gate from PM_CheckJump so players can
hold jump to bunny hop continuously without releasing between
hops. The existing Pmove() outer loop already forces upmove=20
when PMF_JUMP_HELD is set, making this the only change needed.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 04:33:41 +08:00
0602b6ad4b Extract PM_Jump from PM_CheckJump (QL-style refactor)
Separate the jump execution (velocity, event, animation) from the
gate logic (respawn check, upmove threshold, jump-held check).
This prepares the code for QL features that need to trigger jumps
from contexts other than the normal ground jump path (step jump,
double jump, etc). No behavior change.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 04:31:49 +08:00
5 changed files with 86 additions and 20 deletions

View file

@ -51,6 +51,10 @@ 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;
@ -77,6 +81,8 @@ 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 );

View file

@ -353,32 +353,71 @@ static void PM_SetMovementDir( void ) {
/*
=============
PM_CheckJump
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).
=============
*/
static qboolean PM_CheckJump( void ) {
/*
=============
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 ) {
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return qfalse; // don't allow jump until all buttons are up
return qfalse;
}
if ( pm->ps->pm_type != PM_NORMAL ) {
return qfalse;
}
if ( pm->cmd.upmove < 10 ) {
// not holding jump
return qfalse;
}
// 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;
// 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 ) {
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_AddEvent( EV_JUMP );
if ( pm->cmd.forwardmove >= 0 ) {
@ -388,6 +427,23 @@ static qboolean PM_CheckJump( 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;
}

View file

@ -246,15 +246,9 @@ void PM_StepSlideMove( qboolean gravity ) {
return; // we got exactly where we wanted to go first try
}
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;
}
// 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 (pm->ps->origin, down_o);
VectorCopy (pm->ps->velocity, down_v);
@ -285,9 +279,15 @@ 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 );
}
}
#if 0
// if the down trace can trace back to the original position directly, don't step

View file

@ -1212,6 +1212,9 @@ 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

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