From 24e5dd65c49254090912f0c769cd293aa6e41e4d Mon Sep 17 00:00:00 2001 From: havoc Date: Sat, 3 Mar 2007 01:49:43 +0000 Subject: [PATCH] quick hack to get rid of twitchy onground state in prediction when running up ramps, this really needs a better fix sometime git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6937 d7cf8633-e32d-0410-b094-e92efae38249 --- cl_input.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/cl_input.c b/cl_input.c index b3436b84..60ea4876 100644 --- a/cl_input.c +++ b/cl_input.c @@ -781,7 +781,7 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s) VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1); VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2); trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false); - s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7 && s->velocity[2] < cl_gravity.value * s->q.frametime; + s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7 && s->velocity[2] < 0.5f * cl_gravity.value * s->q.frametime; // set watertype/waterlevel VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1); -- 2.39.2