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https://github.com/squeek502/Squake.git
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Merge branch '1.6.4' of https://github.com/squeek502/Squake into 1.7.x
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commit
6173d438fa
@ -100,7 +100,7 @@ public class QuakeClientPlayer extends ClientPlayerBase
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@Override
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@Override
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public void moveFlying(float sidemove, float forwardmove, float wishspeed)
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public void moveFlying(float sidemove, float forwardmove, float wishspeed)
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{
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{
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if ((this.player.capabilities.isFlying && this.player.ridingEntity == null) || this.player.isInWater() || this.player.handleLavaMovement())
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if ((this.player.capabilities.isFlying && this.player.ridingEntity == null) || this.player.isInWater() || this.player.handleLavaMovement() || this.player.isOnLadder())
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{
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{
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super.moveFlying(sidemove, forwardmove, wishspeed);
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super.moveFlying(sidemove, forwardmove, wishspeed);
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return;
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return;
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@ -418,8 +418,14 @@ public class QuakeClientPlayer extends ClientPlayerBase
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*/
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*/
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public void quake_moveEntityWithHeading(float sidemove, float forwardmove)
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public void quake_moveEntityWithHeading(float sidemove, float forwardmove)
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{
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{
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// take care of ladder movement using default code
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if (this.player.isOnLadder())
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{
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super.moveEntityWithHeading(sidemove, forwardmove);
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return;
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}
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// take care of lava movement using default code
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// take care of lava movement using default code
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if ((this.player.handleLavaMovement() && !this.player.capabilities.isFlying))
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else if ((this.player.handleLavaMovement() && !this.player.capabilities.isFlying))
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{
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{
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super.moveEntityWithHeading(sidemove, forwardmove);
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super.moveEntityWithHeading(sidemove, forwardmove);
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return;
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return;
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@ -486,15 +492,9 @@ public class QuakeClientPlayer extends ClientPlayerBase
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}
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}
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}
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}
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// make adjustments for ladder interaction
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minecraft_ApplyLadderPhysics();
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// apply velocity
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// apply velocity
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this.player.moveEntity(this.player.motionX, this.player.motionY, this.player.motionZ);
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this.player.moveEntity(this.player.motionX, this.player.motionY, this.player.motionZ);
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// climb ladder here for some reason
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minecraft_ClimbLadder();
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// HL2 code applies half gravity before acceleration and half after acceleration, but this seems to work fine
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// HL2 code applies half gravity before acceleration and half after acceleration, but this seems to work fine
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minecraft_ApplyGravity();
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minecraft_ApplyGravity();
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}
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}
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