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| author | xolatile | 2025-08-17 18:28:28 +0200 |
|---|---|---|
| committer | xolatile | 2025-08-17 18:28:28 +0200 |
| commit | bffe8d11bd1dfec49280fb64a17f0ae529ac3f5d (patch) | |
| tree | 9f4f7b6f5003585e5a170bd55ccaa335b8f26f90 /src/fpsgame/fps.cpp | |
| parent | bec4167d29a68efd0cd2da36143e7f1c78a119a0 (diff) | |
| download | xolatile-badassbug-master.tar.xz xolatile-badassbug-master.tar.zst | |
Diffstat (limited to 'src/fpsgame/fps.cpp')
| -rw-r--r-- | src/fpsgame/fps.cpp | 12 |
1 files changed, 3 insertions, 9 deletions
diff --git a/src/fpsgame/fps.cpp b/src/fpsgame/fps.cpp index d5501c4..0f0e3b1 100644 --- a/src/fpsgame/fps.cpp +++ b/src/fpsgame/fps.cpp @@ -139,8 +139,7 @@ namespace game { loopv(players) { fpsent *d = players[i]; if(d == player1 || d->ai) continue; - if(d->state==CS_DEAD && d->ragdoll) moveragdoll(d); - else if(!intermission) { + if(!intermission) { if(lastmillis - d->lastaction >= d->gunwait) d->gunwait = 0; if(d->quadmillis) entities::checkquad(curtime, d); } @@ -154,7 +153,7 @@ namespace game { if(smoothmove && d->smoothmillis>0) predictplayer(d, true); else moveplayer(d, 1, false); } - else if(d->state==CS_DEAD && !d->ragdoll && lastmillis-d->lastpain<2000) moveplayer(d, 1, true); + else if(d->state==CS_DEAD && lastmillis-d->lastpain<2000) moveplayer(d, 1, true); } } void checkslowmo() { @@ -176,18 +175,15 @@ namespace game { updateweapons(curtime); otherplayers(curtime); ai::update(); - moveragdolls(); gets2c(); if(connected) { if(player1->state == CS_DEAD) { - if(player1->ragdoll) moveragdoll(player1); - else if(lastmillis-player1->lastpain<2000) { + if(lastmillis-player1->lastpain<2000) { player1->move = player1->strafe = 0; moveplayer(player1, 10, true); } } else if(!intermission) { - if(player1->ragdoll) cleanragdoll(player1); moveplayer(player1, 10, true); swayhudgun(curtime); entities::checkitems(player1); @@ -201,7 +197,6 @@ namespace game { float a = x - lower, b = x - upper; return (b * b) / (a * a + b * b); } - static inline float harmonicmean(float a, float b) { return a + b > 0 ? 2 * a * b / (a + b) : 0.0f; } // avoid spawning near other players float ratespawn(dynent *d, const extentity &e) { fpsent *p = (fpsent *)d; @@ -427,7 +422,6 @@ namespace game { void startgame() { clearprojectiles(); clearbouncers(); - clearragdolls(); clearteaminfo(); // reset perma-state loopv(players) { |
