PMove: Fix not working when not setting #ifdef CUSTOMPLAYERPHYSICS

This commit is contained in:
Marco Cawthorne 2023-04-08 11:21:35 -07:00
parent 90685f2495
commit 66945575ae
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
1 changed files with 9 additions and 2 deletions

View File

@ -603,6 +603,7 @@ PMoveCustom_Move(void)
self.groundentity = trace_ent;
}
}
#endif
/* this is called for when we want to run the custom QC player physics */
void
@ -617,19 +618,26 @@ PMoveCustom_RunPlayerPhysics(entity target)
if (self.maxspeed <= 0)
self.maxspeed = 240;
#ifdef CUSTOMPLAYERPHYSICS
/* call accelerate before and after the actual move,
* with half the move each time. this reduces framerate dependence.
* and makes controlling jumps slightly easier */
PMoveCustom_Acceleration(input_timelength / 2, TRUE);
PMoveCustom_Move();
PMoveCustom_Acceleration(input_timelength / 2, FALSE);
#else
runstandardplayerphysics(target);
#endif
/* NOTE: should clip to network precision here if lower than a float */
self.angles = input_angles;
self.angles[0] *= -0.333;
#ifdef CUSTOMPLAYERPHYSICS
/* activate any SOLID_TRIGGER entities */
touchtriggers();
#endif
setorigin(self, self.origin);
self = oldself;
}
@ -673,5 +681,4 @@ PMoveCustom_RunCrouchPhysics(entity target)
target.view_ofs = PHY_VIEWPOS;
}
PMoveCustom_RunPlayerPhysics(target);
}
#endif
}