// this mimics quakeworld code
if (this.com_in_jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc) {
vector yawangles = '0 1 0' * this.v_angle.y;
- makevectors(yawangles);
- vector forward = v_forward;
+ MAKE_VECTORS_NEW(yawangles, forward, right, up);
vector spot = this.origin + 24 * forward;
spot_z += 8;
traceline(spot, spot, MOVE_NOMONSTERS, this);
}
}
}
- makevectors(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')));
- // wishvel = v_forward * PHYS_CS(this).movement.x + v_right * PHYS_CS(this).movement.y + v_up * PHYS_CS(this).movement.z;
- vector wishvel = v_forward * PHYS_CS(this).movement.x
- + v_right * PHYS_CS(this).movement.y
+
+ MAKE_VECTORS_NEW(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')), forward, right, up);
+ // wishvel = forward * PHYS_CS(this).movement.x + right * PHYS_CS(this).movement.y + up * PHYS_CS(this).movement.z;
+ vector wishvel = forward * PHYS_CS(this).movement.x
+ + right * PHYS_CS(this).movement.y
+ '0 0 1' * PHYS_CS(this).movement.z * (this.com_phys_vel_2d ? 0 : 1);
if (this.com_phys_water) {
if (PHYS_INPUT_BUTTON_CROUCH(this)) {