From e6c838d45e20e8f90850a5fd51783d659ecd5d34 Mon Sep 17 00:00:00 2001 From: FruitieX Date: Sat, 14 Aug 2010 19:55:23 +0300 Subject: [PATCH] erm, little "workaround" ;) --- qcsrc/server/cl_physics.qc | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index 5fa343567..c9de73205 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -88,13 +88,17 @@ void PlayerJump (void) if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity self.velocity_z = 0; + float curspeed; + curspeed = vlen(self.velocity); local vector wishvel, wishdir; makevectors(self.v_angle); wishvel = v_forward * self.movement_x + v_right * self.movement_y; wishdir = normalize(wishvel); if(wishdir_x != 0 && wishdir_y != 0) // don't remove all speed if player isnt pressing any movement keys - self.velocity = ('1 0 0' * wishdir_x + '0 1 0' * wishdir_y) * self.prevtopspeed; // allow "dodging" at a multijump - + { + self.velocity_x = wishdir_x * max(curspeed, self.prevtopspeed); // allow "dodging" at a multijump + self.velocity_y = wishdir_y * max(curspeed, self.prevtopspeed); + } self.multijump_count += 1; } self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump -- 2.39.2