Ignore "no jump" areas and improve jump logic
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058ac540a3
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@ -678,7 +678,10 @@ static void cm()
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// Detect when jumping is necessary
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// Detect when jumping is necessary
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if ((!(g_pLocalPlayer->holding_sniper_rifle && g_pLocalPlayer->bZoomed) && crumb_vec->z - g_pLocalPlayer->v_Origin.z > 18 && last_jump.test_and_set(200)) || (last_jump.test_and_set(200) && inactivity.check(*stuck_time / 2)))
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if ((!(g_pLocalPlayer->holding_sniper_rifle && g_pLocalPlayer->bZoomed) && crumb_vec->z - g_pLocalPlayer->v_Origin.z > 18 && last_jump.test_and_set(200)) || (last_jump.test_and_set(200) && inactivity.check(*stuck_time / 2)))
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{
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{
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current_user_cmd->buttons |= IN_JUMP;
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auto local = findClosestNavSquare(g_pLocalPlayer->v_Origin);
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// Check if current area allows jumping
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if (!local || !(local->m_attributeFlags & NAV_MESH_NO_JUMP))
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current_user_cmd->buttons |= (IN_JUMP | IN_DUCK);
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}
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}
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// Walk to next crumb
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// Walk to next crumb
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WalkTo(*crumb_vec);
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WalkTo(*crumb_vec);
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