diff --git a/source/src/cube.h b/source/src/cube.h index c47cfdf9..c3e8d977 100644 --- a/source/src/cube.h +++ b/source/src/cube.h @@ -131,7 +131,7 @@ enum // md3 animations struct dynent // players & monsters { vec o, vel; // origin, velocity - float yaw, pitch, roll; // used as vec in one place + float yaw, pitch, roll; // used as vec in one place float oldpitch; float maxspeed; // cubes per second, 24 for player bool outsidemap; // from his eyes diff --git a/source/src/entities.cpp b/source/src/entities.cpp index 93fdfff3..268c720c 100644 --- a/source/src/entities.cpp +++ b/source/src/entities.cpp @@ -7,7 +7,7 @@ vector ents; char *entmdlnames[] = { //FIXME : fix the "pickups" infront - "pickups/pistolclips", "pickups/ammobox", "ammobox" /*grenade*/, "pickups/health", "pickups/kevlar", "ammobox" /*dual pistols*/, + "pickups/pistolclips", "pickups/ammobox", "ammobox" /*grenade*/, "pickups/health", "pickups/kevlar", "pickups/duals" /*dual pistols*/, }; int triggertime = 0; @@ -240,7 +240,8 @@ void radd(dynent *d) if(gamemode==m_arena) d->armour = 100; } - + + d->gunselect = d->primary; //draw main weapon }; void item(int num) diff --git a/source/src/physics.cpp b/source/src/physics.cpp index 669ddd33..703dbb13 100644 --- a/source/src/physics.cpp +++ b/source/src/physics.cpp @@ -190,10 +190,6 @@ void selfdamage(dynent * d, int dm) void moveplayer(dynent *pl, int moveres, bool local, int curtime) { - if (pl->armour > 0) - pl->maxspeed = 14; - else pl->maxspeed = 16; - const bool water = hdr.waterlevel>pl->o.z-0.5f; const bool floating = (editmode && local) || pl->state==CS_EDITING; @@ -251,10 +247,7 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime) if(pl->jumpnext) { pl->jumpnext = false; - if (pl->armour>0) - pl->vel.z = 1.9f; - else - pl->vel.z = 1.7f; // physics impulse upwards + pl->vel.z = 1.7f; // physics impulse upwards if(water) { pl->vel.x /= 8; pl->vel.y /= 8; }; // dampen velocity change even harder, gives correct water feel if(local) playsoundc(S_JUMP); else if(pl->monsterstate) playsound(S_JUMP, &pl->o);