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player_run () Improvement | Locked | |
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Dec 9 2015 Anchor | ||
I collaborated on this with another coder years ago, seems to work pretty well, but could use some adjustments maybe. The goal is to eliminate the player from animating when you are blocked and cant really move. Vanilla Q has the player doing player_run even if you are moving into a wall indefinitely, so this is the code we came up with.
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Dec 11 2015 Anchor | |
This is a tricky one. What is really strange - with 0 velocity on the vanilla tests you stay in run frames if you hold the button. -- \|/ |
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Dec 12 2015 Anchor | ||
You could be right regarding MP / modem play as the symptom of this. As the code is now, even if you are facing a wall, and sorta "sliding" on an angle accross it, such as angling the mouse slightly off center, it will animate. Those vlen statements are the reinforcements for that condition I believe. Yea an engine fix would be best. I also at first had that runaway loop , but it was because I forgot to add the stuff in player_stand1. |
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