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Jumping in QuakeWorld

 
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Sat May 23, 2009 6:48 am    Post subject: Jumping in QuakeWorld Reply with quote

In QW jumping is handled server side (and checkwaterjump etc I believe)?

Is there any way to disable this QuakeC side by some clever setting of button2/onground/jumpreleased flags so it can be handled in client.qc again?

Any input appreciated
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sat May 23, 2009 8:22 am    Post subject: Reply with quote

In QuakeWorld, jumping is handled by the server-side copy of the prediction code, yes.
Jump heights are fixed at 270. Jump by a different amount and you'll break prediction. There's no way to tell the client (or server) to jump a different height.
So if you do try changing it, you'll piss off anyone that bunnyhops.

The player move code uses its own variables. It recalculates certain status flags (onground), and persists a couple of others (jump_held).
Recalculated flags would be ignored, and that jump_held flag isn't accessable to QC code at any point.

If the player's z velocity is > 180, the engine should consider the player to be off the ground, and won't apply the engine's 270 jump.
Supposedly.
Or you can do self.velocity_z = self.velocity_z + myjumpvel - 270;

But yeah, there's no way to tell the client, so it screws over any and all prediction with jumps. So use with caution.
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Sun May 24, 2009 12:42 am    Post subject: Reply with quote

I hate you QW.

Thanks for the info Spike.
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