When you run DIAGONALLY, do you exceed 250 as well?
I've seen this before because the "max speed" is only across the AXIS.
That is, if yoy have a max speed of 250, that means 250 across the "x"
AND 250 across the "Y", which linearly is over 350 units.
You can cap the movement velocity by using something akin to:
int iVelocity = pev->velocity.Length2D();
if (iVelocity > iMaxSpeed )
{
pev->velocity.x = pev->velocity.x * iMaxSpeed / iVelocity;
pev->velocity.y = pev->velocity.y * iMaxSpeed / iVelocity;
}
...at least I *think* that's right.
You'd have to do calculations such as this where you process the
"cmd->forwardmove" and "cmd->sidemove" in the client code.
This is all talking out of my ass; I don't have the code in front of me
and haven't touched this part of it in ages.
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Commando
Sent: Thursday, May 16, 2002 4:36 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Speed bug
Some of our users have reported that when you run along a wall and hold
the Move Left or Right button so that you push into the wall, you run
much quicker. I tested this by adding the following code to
CBasePlayer::ItemPostFrame() to output the velocity of the player.
ALERT(at_console, "Ground speed %f\n", Vector(pev->velocity).Length());
Our max player speed is set at 250. Running normally I see numbers like
this. When running along a wall and pressing into it, the number jumps
to 360. I double checked this by timing myself running across a large
room. Normally it takes 9 seconds, but by taking advantage of this bug
I can run across in 6 seconds.
I am pretty sure this is a bug in the SDK or the engine as we have not
modified any of this code and I have experienced this in other mods. Is
this a known bug? If so, is there a fix for it?
Rob Prouse
http://www.tourofdutymod.com
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