Wrong. Notice that when you press jump, the CheckJumpButton() method sets 
the field "player->m_Local.m_flJumpTime" to the duration of jump in 
miliseconds (it's then reduced gradually in ReduceTimers() until it reaches 
0). When you jump, you hit the first condition:
if ( ( mv->m_nButtons & IN_DUCK ) || player->m_Local.m_bDucking  || bInDuck 
|| bDuckJump )

then you hit
if ( bDuckJump )

because m_flJumpTime is grater than 0. You're not ducking so you hit the 
nested "if" and StartUnDuckJump is called.

I changed bDuckJump to be always false and as a result the player jumps 
lower, but without the dirty snapping (draw a box at player's origin and 
you'll notice that rigth after the jump you get teleported quite a lot 
upwards, then when the m_flJumpTime timer hits 0, you get snapped back to 
ground - I needed a smooth jump movement).

So I'll make my question more specific: Why is the player snapped up and 
down to make him jump higher instead of increasing the 
GAMEMOVEMENT_JUMP_HEIGHT?
I would like to know the answer because I need smooth jumping without the 
snap but I'm not sure if it's OK to just ommit the UnDuckJump 


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