quake3live/code/game/bg_local.h
serge_shubin 8f778b2f64 QL-style auto-hop with smooth stair traversal
Backports key Quake Live movement mechanics to Q3:

- Auto-hop: remove PMF_JUMP_HELD gate so holding jump bunny-hops
  continuously. The Pmove() outer loop already forces upmove=20.

- Air steps: remove Q3's velocity[2]>0 gate in PM_StepSlideMove,
  allowing step-ups while airborne for bunny-hop stair traversal.

- Conditional velocity clip: only clip velocity to step-down surface
  when moving INTO it. Preserve upward momentum when velocity is
  already moving away from the surface. This is the key mechanic
  for smooth stair hopping.

- 100ms jump cooldown via lastJumpTime (networked in playerState_t)
  to prevent same-frame double-fires.

- PM_Jump/PM_CanJump extracted for reuse by future features
  (step jump, double jump, etc).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 15:10:22 +08:00

85 lines
2.4 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// bg_local.h -- local definitions for the bg (both games) files
#define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
#define STEPSIZE 18
#define JUMP_VELOCITY 275
#define TIMER_LAND 130
#define TIMER_GESTURE (34*66+50)
#define OVERCLIP 1.001f
// all of the locals will be zeroed before each
// pmove, just to make damn sure we don't have
// any differences when running on client or server
typedef struct {
vec3_t forward, right, up;
float frametime;
int msec;
qboolean walking;
qboolean groundPlane;
trace_t groundTrace;
float impactSpeed;
vec3_t previous_origin;
vec3_t previous_velocity;
int previous_waterlevel;
} pml_t;
extern pmove_t *pm;
extern pml_t pml;
// movement parameters
extern float pm_stopspeed;
extern float pm_duckScale;
extern float pm_swimScale;
extern float pm_wadeScale;
extern float pm_accelerate;
extern float pm_airaccelerate;
extern float pm_wateraccelerate;
extern float pm_flyaccelerate;
extern float pm_friction;
extern float pm_waterfriction;
extern float pm_flightfriction;
extern int c_pmove;
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 );