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added onground clearing before each move so that going down slopes doesn't resemble...
author
havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 24 May 2005 21:53:03 +0000
(21:53 +0000)
committer
havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 24 May 2005 21:53:03 +0000
(21:53 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5327
d7cf8633
-e32d-0410-b094-
e92efae38249
cl_input.c
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diff --git
a/cl_input.c
b/cl_input.c
index f926dd38b720864210bbab4ba7b37b5db846ffb8..8c2e234335d199fcc636f58e04f480af25d0cf6b 100644
(file)
--- a/
cl_input.c
+++ b/
cl_input.c
@@
-707,6
+707,7
@@
void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
playermins = cl_playerstandmins;
playermaxs = cl_playerstandmaxs;
}
+ onground = false;
for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
{
VectorMA(currentorigin, t, currentvelocity, neworigin);