Increase air control and disallow "front kicking" walls (very exploitable).
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db4f6e317f
commit
047946bb3d
2 changed files with 8 additions and 15 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r604 \cu(Tue 8 Nov 13:01:16 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r604 \cu(2022-11-08 13:01:16)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r605 \cu(Wed 9 Nov 12:33:43 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r605 \cu(2022-11-09 12:33:43)\c-";
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@ -2136,12 +2136,12 @@ Class Demolitionist : PlayerPawn
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nmove = NormalizedMove();
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double fs = TweakSpeed();
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if ( CanCrouch() && (player.crouchfactor != -1) ) fs *= player.crouchfactor;
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Vector3 accel = (RotateVector(nmove,angle),0);
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accel *= fs/480.;
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double spd = vel.length();
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double maxspd = fs*15.;
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if ( spd > maxspd ) vel = (vel+accel/GameTicRate).unit()*spd;
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else vel = vel+accel/GameTicRate;
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Vector2 accel = RotateVector(nmove,angle);
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accel *= fs/320.;
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double spd = vel.xy.length();
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double maxspd = fs*12.;
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if ( spd > maxspd ) vel.xy = (vel.xy+accel/GameTicRate).unit()*spd;
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else vel.xy = vel.xy+accel/GameTicRate;
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}
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if ( !(player.cheats&CF_PREDICTING) && (nmove.length() > 0.) )
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PlayRunning();
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@ -2280,8 +2280,6 @@ Class Demolitionist : PlayerPawn
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if ( !d.HitLine.sidedef[1] || !!(d.HitLine.flags&(Line.ML_BLOCKING|Line.ML_BLOCKEVERYTHING|Line.ML_BLOCK_PLAYERS)) ) // nope
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{
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wallclimb = false;
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walljump = true;
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walldir = -(walldir*.7+AngleToVector(ang)*.3);
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break;
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}
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Sector s = d.HitLine.sidedef[!d.LineSide].sector;
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@ -2292,8 +2290,6 @@ Class Demolitionist : PlayerPawn
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if ( ((backceilz-backfloorz) < Height) || ((pos.z+Height+32) < backfloorz) ) // nope
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{
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wallclimb = false;
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walljump = true;
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walldir = -(walldir*.7+AngleToVector(ang)*.3);
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break;
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}
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climbvelz = 1.5*sqrt(max(1.,backfloorz-pos.z));
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@ -2303,9 +2299,6 @@ Class Demolitionist : PlayerPawn
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if ( ((d.HitActor.ceilingz-d.HitActor.pos.z+d.HitActor.Height) < Height) || ((pos.z+Height+32) < (d.HitActor.pos.z+d.HitActor.Height)) ) // nope
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{
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wallclimb = false;
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walljump = true;
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jumpactor = d.HitActor;
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walldir = -(walldir*.7+AngleToVector(ang)*.3);
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break;
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}
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climbvelz = 1.5*sqrt(max(1.,(d.HitActor.pos.z+d.HitActor.Height)-pos.z));
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