Well if you are playing multiplayer, the bDuckJump boolean is never set
because in the Jump() function m_flJumpTime never gets set (it's always
zero):
// Set jump time.
if ( gpGlobals->maxClients == 1 )
{
player->m_Local.m_flJumpTime = GAMEMOVEMENT_JUMP_TIME;
player->m_Local.m_bInDuckJump = true;
}
The jumping (at least in multiplayer) does an upwards velocity that moves
your body up. They probably implemented the crazy ducking routine to
increase your jump height so that it is easier to mount crates and stuff in
single player gameplay. Honestly, the entire ducking code is convoluted and
completely ridiculous... In our mod, I simply changed the amount of velocity
given to the player through the desired "in air" height
(GAMEMOVEMENT_JUMP_HEIGHT) but you might also have to change the part
dirctly above that to fix the precomputed movement optimizations.
Jon
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders