From: Martin Taibr Date: Sat, 12 Aug 2017 23:25:19 +0000 (+0200) Subject: more questions for someone who knows what's actually goingo n here X-Git-Tag: xonotic-v0.8.5~2430^2~21 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=312e6f9832e69a7839dd60eea00d8d0608731a5e;p=xonotic%2Fxonotic-data.pk3dir.git more questions for someone who knows what's actually goingo n here --- diff --git a/qcsrc/common/mutators/mutator/dodging/sv_dodging.qc b/qcsrc/common/mutators/mutator/dodging/sv_dodging.qc index 7a5724457..a6c42533c 100644 --- a/qcsrc/common/mutators/mutator/dodging/sv_dodging.qc +++ b/qcsrc/common/mutators/mutator/dodging/sv_dodging.qc @@ -29,7 +29,7 @@ #define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this) #endif -#ifdef CSQC +#ifdef CSQC // FIXME this is an sv_ file, none of this will even be compiled #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime)) #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT) #define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys @@ -244,6 +244,9 @@ void PM_dodging(entity this) // ramp up dodging speed by adding some velocity each frame.. if (this.dodging_action == 1) { + // FIXME is movement.z ever used? + // it seems the rest of the code uses PHYS_INPUT_BUTTON_JUMP for jumping + //disable jump key during dodge accel phase if(PHYS_CS(this).movement.z > 0) { PHYS_CS(this).movement_z = 0; }