FixPlayerGravity: Rework ladder checking logic to be more robust
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5c21b1c063
commit
1b2d2e48ff
@ -56,23 +56,29 @@ public void OnGameFrame()
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// They're on a ladder, ignore current gravity modifier
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if (!g_bLadder[client])
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g_bLadder[client] = true;
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continue;
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}
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else
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// Now that they're off, restore it
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if (g_bLadder[client])
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{
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if (g_bLadder[client])
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{
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// Now that they're off, restore it
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g_bLadder[client] = false;
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SetEntityGravity(client, g_flClientGravity[client]);
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}
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g_flClientGravity[client] = GetEntityGravity(client);
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RequestFrame(RestoreGravity, client);
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continue;
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}
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float flClientActualGravity = g_flClientGravity[client] * flSVGravity;
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float flClientGravity = GetEntityGravity(client);
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// Gamemovement treats 0.0 gravity as 1.0
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if (flClientGravity != 0.0)
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g_flClientGravity[client] = flClientGravity;
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else
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flClientGravity = 1.0;
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// Some maps change sv_gravity while clients already have modified gravity
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// So we store the actual calculated gravity to catch such cases
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float flClientActualGravity = flClientGravity * flSVGravity;
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if (flClientActualGravity != g_flClientActualGravity[client])
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{
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char szGravity[8];
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@ -84,6 +90,12 @@ public void OnGameFrame()
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}
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}
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public void RestoreGravity(int client)
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{
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g_bLadder[client] = false;
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SetEntityGravity(client, g_flClientGravity[client]);
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}
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public void ResetGravityAll()
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{
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char szGravity[8];
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