From 820a5c4663b800965a1253f8b1208445304941e6 Mon Sep 17 00:00:00 2001 From: LegendaryGuard Date: Sun, 11 Feb 2024 01:17:13 +0100 Subject: [PATCH] game: When stopping to charge and falling near to the ground, handle the PMF flag to play the jump animation when touching a jump pad --- source/game/bg_pmove.c | 8 +------- 1 file changed, 1 insertion(+), 7 deletions(-) diff --git a/source/game/bg_pmove.c b/source/game/bg_pmove.c index c3d20d7..58c7a07 100644 --- a/source/game/bg_pmove.c +++ b/source/game/bg_pmove.c @@ -632,13 +632,6 @@ static void PM_AirMove( void ) { float scale; usercmd_t cmd; - // BFP - Avoid adding friction in the air while charging and flying - if ( ( ( pm->ps->pm_flags & PMF_KI_CHARGE ) - || ( pm->cmd.buttons & BUTTON_KI_CHARGE ) ) - && ( pm->ps->pm_flags & PMF_FLYING ) ) { - return; - } - PM_Friction(); fmove = pm->cmd.forwardmove; @@ -1798,6 +1791,7 @@ static void PM_KiChargeAnimation( void ) { // BFP - Ki Charge if ( ( pm->ps->pm_flags & PMF_KI_CHARGE ) && !( pm->cmd.buttons & BUTTON_KI_CHARGE ) ) { pm->ps->eFlags &= ~EF_AURA; // Make sure the aura is off, otherwise the ki use proceeds pm->ps->pm_flags &= ~PMF_KI_CHARGE; + pm->ps->pm_flags &= ~PMF_NEARGROUND; // Make sure to handle the PMF flag PM_ContinueLegsAnim( LEGS_IDLE ); // Keep the legs when being near to the ground at that height // do jump animation if it's falling if ( !( pml.groundTrace.contents & MASK_PLAYERSOLID )