void CGameMovement::Accelerate( Vector& wishdir, float wishspeed, float
accel )
{
int i;
float addspeed, accelspeed, currentspeed;
// This gets overridden because some games (CSPort) want to allow
dead (observer) players
// to be able to move around.
if ( !CanAccelerate() )
return;
//omega; WALLSTRAFE FIX
// See if we are changing direction a bit
// currentspeed = mv->m_vecVelocity.Dot(wishdir);
currentspeed = sqrt( DotProduct(mv->m_vecVelocity,
mv->m_vecVelocity) );
//omega; END WALLSTRAFE FIX
// Reduce wishspeed by the amount of veer.
-----Original Message-----
From: Teddy [mailto:[EMAIL PROTECTED]
Sent: March 19, 2006 7:56 PM
To: [email protected]
Subject: Re: [hlcoders] speed increase when walking along walls, any fixes?
Wall running also gives you a speed boost in Dystopia. I haven't been
able to find a fix for it, nfi why it happens, suffice to say i think
it's a bug in the stock hl2 gamemovement code.
On 3/19/06, Jason Houston <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Hi, everyone would of no doubt noticed that running against a
wall(strafing
> and moving forward works best) makes you run really fast. If anyone has
> played kreedz climbing yet(I used to code for it) you might of noticed
> moving against walls is jerky. I think when I was adding some things to
the
> movement I made the server and client disagree on what speed the player is
> moving at. Has anyone sound why players in source do this? where the boost
> might be clamped to normal levels? If so I'd love to know, and it would be
> good to know for bg2 as well, people who play it complain alot of it as
> well(just the boost, not client prediction jerks).
>
> --
> Draco
> --
>
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