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InsideQC Forums • View topic - Jumping on Exploboxes

Jumping on Exploboxes

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Jumping on Exploboxes

Postby mh » Fri Aug 14, 2009 12:18 am

Last edited by mh on Sat Aug 15, 2009 2:56 pm, edited 1 time in total.
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Postby Team Xlink » Fri Aug 14, 2009 1:38 am

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Postby Downsider » Fri Aug 14, 2009 4:09 pm

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Postby c0burn » Fri Aug 14, 2009 7:06 pm

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Postby mh » Sat Aug 15, 2009 2:52 pm

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Re: Jumping on Exploboxes

Postby Lardarse » Sun Aug 16, 2009 8:59 pm

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Re: Jumping on Exploboxes

Postby mh » Sun Aug 16, 2009 10:24 pm

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Postby Downsider » Thu Aug 20, 2009 9:01 pm

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Postby r00k » Fri Aug 21, 2009 5:40 pm

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Postby mh » Fri Aug 21, 2009 6:22 pm

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Postby Wazat » Sat Aug 22, 2009 2:59 am

Assuming my memories weren't planted by conspiring hamsters (haaamsteeers!), I'm reasonably certain I had walking & jumping off of non-BSP objects working perfectly in one of my mods. Thus I was able to run around on monsters' heads and jump off.

Again, if memory serves me, it was a simple feat of tracelining down in playerprethink, testing if the impacted non-bsp object was worthy of your footsteps (most things are: monsters, explode boxes, maybe even triggers), and setting the player's FL_ONGROUND flag. Once the flag was set, the player could walk as though he was on a SOLID_BSP object.

But I still suspect conspiring hamsters planting false memories to keep me under control.


It can be fun abusing the power of QC like this to get great results. I'm still proud of the semi-solid-corpses-without-an-engine-mod hack I put in Ace of Nails. And Conquest's pause-the-world-without-pausing feature.[/shamelessbrag]
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Postby Team Xlink » Sat Dec 05, 2009 9:05 pm

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Postby goldenboy » Fri Nov 19, 2010 4:21 pm

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Postby mh » Fri Nov 19, 2010 7:30 pm

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Postby taniwha » Sat Jun 11, 2011 3:56 am

I like the concept of this patch, but the implementation seemed rather hacky: in my books, any tweak like this that ripples through the code requiring other tweaks is automatically suspect.

Thus, I took a really good look at the code. Whether or not the player can jump is controlled by FL_ONGROUND, so I looked at the code that sets FL_ONGROUND. The only relevant condition was the "ground" entity's solid flag being SOLID_BSP. I suspect mh's comments about MOVETYPE_NONE being the problem and SOLID_BSP being required were just a matter of getting things mixed up after investigation and hacking (quite reasonable: I do the same). Only two places that set FL_ONGROUND are conditional on the entity's solid type.

So... what I did was I disabled the SOLID_BSP checks in SV_WalkMove and SV_FlyMove: jumping on explode boxes worked perfectly.

Maybe rather than "if (ent is SOLID_BSP)", an if (ent can support jump)" test would be better (using a function for the shared code). This would allow for cvar control and sophisticated entity checks.
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