stop calculating vel twice

This commit is contained in:
rtldg 2022-03-14 05:36:58 +00:00
parent 70f29d3ca5
commit 724244f3e8

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@ -3409,33 +3409,28 @@ public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float
float fAngle = GetAngleDiff(angles[1], gA_Timers[client].fLastAngle);
if (iGroundEntity == -1 && (GetEntityFlags(client) & FL_INWATER) == 0 && fAngle != 0.0)
float fAbsVelocity[3];
GetEntPropVector(client, Prop_Data, "m_vecAbsVelocity", fAbsVelocity);
float curVel = SquareRoot(Pow(fAbsVelocity[0], 2.0) + Pow(fAbsVelocity[1], 2.0));
if (iGroundEntity == -1 && GetEntityMoveType(client) != MOVETYPE_LADDER && (GetEntityFlags(client) & FL_INWATER) == 0 && fAngle != 0.0 && curVel > 0.0)
{
float fAbsVelocity[3];
GetEntPropVector(client, Prop_Data, "m_vecAbsVelocity", fAbsVelocity);
float fTempAngle = angles[1];
if (SquareRoot(Pow(fAbsVelocity[0], 2.0) + Pow(fAbsVelocity[1], 2.0)) > 0.0)
float fAngles[3];
GetVectorAngles(fAbsVelocity, fAngles);
if (fTempAngle < 0.0)
{
float fTempAngle = angles[1];
float fAngles[3];
GetVectorAngles(fAbsVelocity, fAngles);
if (fTempAngle < 0.0)
{
fTempAngle += 360.0;
}
TestAngles(client, (fTempAngle - fAngles[1]), fAngle, vel);
fTempAngle += 360.0;
}
TestAngles(client, (fTempAngle - fAngles[1]), fAngle, vel);
}
if (gA_Timers[client].fCurrentTime != 0.0)
{
float frameCount = float(gA_Timers[client].iZoneIncrement);
float fAbsVelocity[3];
GetEntPropVector(client, Prop_Data, "m_vecAbsVelocity", fAbsVelocity);
float curVel = SquareRoot(Pow(fAbsVelocity[0], 2.0) + Pow(fAbsVelocity[1], 2.0));
float maxVel = gA_Timers[client].fMaxVelocity;
gA_Timers[client].fMaxVelocity = (curVel > maxVel) ? curVel : maxVel;
// STOLEN from Epic/Disrevoid. Thx :)