I fixed it. If anyone wants some sort of slowdown after jump you could
use this, it will need tweaing to look right though, but it works and
you can change it to suit
you gotta add these members to C_SDKPlayer and CSDKPlayer
bool m_bHasJumped;
float m_fFrictionTime;
int m_iFriction;
at the includes in game_movement.cpp
#ifdef CLIENT_DLL
#include "c_sdk_player.h"
#else
#include "sdk_player.h"
#endif
whereever something uses sv_gravity.GetFloat() put this before it
#ifdef CLIENT_DLL
C_SDKPlayer *pPlayer = ToSDKPlayer(player);
#else
CSDKPlayer *pPlayer = ToSDKPlayer(player);
#endif
and replace sv_gravity.GetFloat() with pPlayer->m_iFriction
then in FullWalkMove()
this...
if (player->GetGroundEntity() != NULL)
{
WalkMove();
}
else
{
AirMove(); // Take into account movement when in air.
}
becomes...
#ifdef CLIENT_DLL
C_SDKPlayer *pPlayer = ToSDKPlayer(player);
#else
CSDKPlayer *pPlayer = ToSDKPlayer(player);
#endif
if (player->GetGroundEntity() != NULL)
{
if (pPlayer->m_bHasJumped)
{
pPlayer->m_fFrictionTime = gpGlobals->curtime;
pPlayer->m_bHasJumped = false;
}
if (pPlayer->m_fFrictionTime + 0.4 >=
gpGlobals->curtime)
{
pPlayer->m_iFriction = 400;
}
else
{
pPlayer->m_iFriction = 4;
}
WalkMove();
}
else
{
AirMove(); // Take into account movement when in air.
if (!pPlayer->m_bHasJumped)
{
pPlayer->m_fFrictionTime = 0;
pPlayer->m_bHasJumped = true;
pPlayer->m_iFriction = 4;
}
}
I think thats it
--
**********************
Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net
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