]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Look down while crouching (matches Arcade Quake, besides the crouching, which is...
authorMario <zacjardine@y7mail.com>
Mon, 23 Mar 2015 03:22:04 +0000 (14:22 +1100)
committerMario <zacjardine@y7mail.com>
Mon, 23 Mar 2015 03:22:04 +0000 (14:22 +1100)
qcsrc/common/viewloc.qc
qcsrc/server/cl_physics.qc

index aedd9e81f546f90d0ba90ec0cab68ddd3cda14b8..e89d01407cb273dab9b3e92901d424a38529075d 100644 (file)
@@ -38,6 +38,8 @@ void viewloc_PlayerPhysics()
 
                if(oldmovement_x > 0)
                        self.v_angle_x = self.angles_x = -50;
+               else if(oldmovement_x < 0)
+                       self.v_angle_x = self.angles_x = 50;
                
                if(!self.BUTTON_CROUCH)
                        self.BUTTON_CROUCH = (oldmovement_x < 0);
index c9de02d01cce42a8429127b8c0ab6989d92a74d7..6aebc8011f0535277ee840c50ff95ec25bf8f849 100644 (file)
@@ -864,34 +864,7 @@ void SV_PlayerPhysics()
        if(time < self.ladder_time)
                self.disableclientprediction = 1;
 
-       if(self.viewloc)
-       {
-               self.disableclientprediction = 1;
-               vector oldmovement = self.movement;
-               self.movement_x = oldmovement_y;
-               self.movement_y = 0;
-
-               if(self.movement_x < 0)
-                       self.movement_x = -self.movement_x;
-
-               vector level_start, level_end;
-               level_start = self.viewloc.enemy.origin;
-               level_end = self.viewloc.goalentity.origin;
-               vector forward, backward;
-               forward = vectoangles(normalize(level_end - level_start));
-               backward = vectoangles(normalize(level_start - level_end));
-
-               if(self.movement_x < 0) // left
-                       self.angles = backward;
-               if(self.movement_x > 0) // right
-                       self.angles = forward;
-
-               if(oldmovement_x > 0)
-                       self.v_angle_x = self.angles_x = -50;
-               
-               if(!self.BUTTON_CROUCH)
-                       self.BUTTON_CROUCH = (oldmovement_x < 0);
-       }
+       viewloc_PlayerPhysics();
 
        if(self.frozen)
        {