From 312e6f9832e69a7839dd60eea00d8d0608731a5e Mon Sep 17 00:00:00 2001 From: Martin Taibr Date: Sun, 13 Aug 2017 01:25:19 +0200 Subject: [PATCH] more questions for someone who knows what's actually goingo n here --- qcsrc/common/mutators/mutator/dodging/sv_dodging.qc | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) 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; } -- 2.39.2