void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
{
+ vec_t f;
vec3_t origin1, origin2;
trace_t trace;
VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
- s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
+ if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
+ {
+ s->onground = true;
+
+ // this code actually "predicts" an impact; so let's clip velocity first
+ f = DotProduct(s->velocity, trace.plane.normal);
+ if(f < 0) // only if moving downwards actually
+ VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
+ }
+ else
+ s->onground = false;
// set watertype/waterlevel
VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);