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PM_CheckFalling angle boundary doubt #995
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@s1lentq @wopox1337 |
Sources:CS:GO: float flFallVel = player->m_Local.m_flFallVelocity;
if ( flFallVel > 16.0f && flFallVel <= PLAYER_FATAL_FALL_SPEED )
{
// punch view when we hit the ground
QAngle punchAngle = player->GetViewPunchAngle();
punchAngle.x = (flFallVel * 0.001);
if ( punchAngle.x < 0.75 )
punchAngle.x = 0.75;
player->SetViewPunchAngle( punchAngle );
} Source-sdk-2013 //
// Knock the screen around a little bit, temporary effect.
//
player->m_Local.m_vecPunchAngle.Set( ROLL, player->m_Local.m_flFallVelocity * 0.013 );
if ( player->m_Local.m_vecPunchAngle[PITCH] > 8 )
{
player->m_Local.m_vecPunchAngle.Set( PITCH, 8 );
} Player fall tilt in Quake 2 (video)Q2 source code: https://github.com/id-Software/Quake-2/blob/372afde46e7defc9dd2d719a1732b8ace1fa096e/game/p_view.c#L560 Quake family engine treehttps://upload.wikimedia.org/wikipedia/commons/8/85/Quake_-_family_tree_2.svg some reflections https://hlfx.ru/forum/showthread.php?s=8f03de21bacaf9bf2192e8defd2b8d74&postid=123925 |
Actually it makes sense that roll changes, since it gives a feeling of imbalance. Changing pitch axis will provoke a little itch from client prediction, I suggest to only change the capping axis to Z instead of X and leave roll axis changing, what do you think? |
https://github.com/s1lentq/ReGameDLL_CS/blob/f9969aceab95783a537902282d127d4c88daf5ae/regamedll/pm_shared/pm_shared.cpp#L2729-L2735
Should the boundary check the Z axis instead of the X axis?
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