Fix warp to NaN when crouching with Silver Bullet.
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e98f870b5b
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2 changed files with 19 additions and 12 deletions
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@ -274,23 +274,30 @@ extend Class Demolitionist
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accel.xy = RotateVector(nmove,angle)*cos(pitch);
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accel.z += nmove.x*sin(-pitch);
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double maxspd = 16.*TweakSpeed();
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if ( CanCrouch() && (player.crouchfactor != 1) ) maxspd *= player.crouchfactor;
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double spd = vel.length();
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// quicker speedup
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vel += accel*clamp(maxspd/max(.01,spd),1.,2.);
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// additional steering + quicker slow down
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spd = vel.length();
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if ( spd > maxspd ) spd -= (spd-maxspd)*.1;
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vel = (vel+accel).unit()*spd;
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// account for special cases where max speed is zero
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if ( maxspd <= 0. ) vel += accel;
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else
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{
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if ( CanCrouch() && (player.crouchfactor != 1) ) maxspd *= player.crouchfactor;
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double spd = vel.length();
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// quicker speedup
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vel += accel*clamp(maxspd/max(.01,spd),1.,2.);
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// additional steering + quicker slow down
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spd = vel.length();
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if ( spd > maxspd ) spd -= (spd-maxspd)*.1;
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vel = (vel+accel).unit()*spd;
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}
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player.vel += RotateVector(nmove,angle)*bobfactor*cos(pitch)*16.;
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}
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else if ( player.onground )
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{
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Vector2 accel = RotateVector(nmove,angle);
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if ( waterlevel > 1 ) vel.xy += accel; // slippery if waist-high or deeper
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double maxspd = 16.*TweakSpeed();
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// account for special cases where max speed is zero
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// also, slippery if waist-high or deeper
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if ( (waterlevel > 1) || (maxspd <= 0.) ) vel.xy += accel;
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else
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{
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double maxspd = 16.*TweakSpeed();
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if ( CanCrouch() && (player.crouchfactor != 1) ) maxspd *= player.crouchfactor;
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double spd = vel.xy.length();
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// quicker speedup
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