Setrilo Posted January 19, 2020 Share Posted January 19, 2020 Hey all, I'm wondering if anyone could give me some insight into removing strafe jumping and bunny hopping from the multiplayer FFA/Duel gamemodes. I've noticed Siege disables strafe jump and would like to replicate this in the other game types, but I can only assume this is more difficult than copy-pasting some code and rebuilding from the OpenJK source. I plan to do some investigating later tonight, but if someone has already encountered this I'd mad appreciate some help. Link to comment
Setrilo Posted January 20, 2020 Author Share Posted January 20, 2020 Okay so after some light investigating it was exactly as easy as I thought it would be thanks to some amazing comments. For anyone that's curious, I found the following code within bg_pmove.c: /* ============== PM_Accelerate Handles user intended acceleration ============== */ static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) { if (pm->gametype != GT_SIEGE || pm->ps->m_iVehicleNum || pm->ps->clientNum >= MAX_CLIENTS || pm->ps->pm_type != PM_NORMAL) { //standard method, allows "bunnyhopping" and whatnot int i; float addspeed, accelspeed, currentspeed; currentspeed = DotProduct (pm->ps->velocity, wishdir); addspeed = wishspeed - currentspeed; if (addspeed <= 0 && pm->ps->clientNum < MAX_CLIENTS) { return; } if (addspeed < 0) { accelspeed = (-accel)*pml.frametime*wishspeed; if (accelspeed < addspeed) { accelspeed = addspeed; } } else { accelspeed = accel*pml.frametime*wishspeed; if (accelspeed > addspeed) { accelspeed = addspeed; } } for (i=0 ; i<3 ; i++) { pm->ps->velocity[i] += accelspeed*wishdir[i]; } } else { //use the proper way for siege vec3_t wishVelocity; vec3_t pushDir; float pushLen; float canPush; VectorScale( wishdir, wishspeed, wishVelocity ); VectorSubtract( wishVelocity, pm->ps->velocity, pushDir ); pushLen = VectorNormalize( pushDir ); canPush = accel*pml.frametime*wishspeed; if (canPush > pushLen) { canPush = pushLen; } VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity ); } } I removed the conditional, chipped away the bunny-hopping and voila: /* ============== PM_Accelerate Handles user intended acceleration ============== */ static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) { vec3_t wishVelocity; vec3_t pushDir; float pushLen; float canPush; VectorScale( wishdir, wishspeed, wishVelocity ); VectorSubtract( wishVelocity, pm->ps->velocity, pushDir ); pushLen = VectorNormalize( pushDir ); canPush = accel*pml.frametime*wishspeed; if (canPush > pushLen) { canPush = pushLen; } VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity ); } Link to comment
ooeJack Posted January 20, 2020 Share Posted January 20, 2020 Dude that's so kool! It's awesome to see the actual code that makes bunnyhopping a possibility and the comments that the programmer wrote, "allows bunnyhopping" :D. Thanks for sharing, and I'm glad you got it working like you were wanting! :) ooeJack Link to comment
Raz0r Posted January 28, 2020 Share Posted January 28, 2020 Glad you figured it out. I've now built this into JA++ as of commit ec26a23 Link to comment
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