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Climb on surface in Quake C

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Apr 27th, 2011
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  1. // by deamonicky
  2. // uses code from http://pastebin.com/RLyY557h
  3. //
  4.  
  5. // idea is to create enty similar to quake at position where one wants to pull up
  6. // then drop it to floor
  7. // if it is successful then player can drop here too
  8. void() PlayerClimb =
  9. {
  10.     local vector ClimbedOrigin;
  11.     local vector SavedOrigin;
  12. /*
  13.     makevectors(self.angles);
  14.     v_forward = normalize(v_forward);
  15.     v_up = normalize(v_up);
  16.     bprint(vtos(v_up));
  17.     bprint(" ");
  18.     bprint(vtos(v_forward));
  19. */
  20.     //ClimbedOrigin = self.origin + v_forward * (PLAYER_RADIUS/2) + v_up * (PLAYER_LEGS + GRAB_HAND_UP);
  21.  
  22.    
  23.     makevectors(self.angles);
  24.     ClimbedOrigin = self.origin + v_forward * (PLAYER_RADIUS*0.5) + v_up * (PLAYER_LEGS + GRAB_HAND_UP);
  25.     bprint(vtos(ClimbedOrigin));
  26.     particle(ClimbedOrigin, '0 0 0',128, 5);
  27.     /*
  28.                 not working !!!
  29.         ClimbedOrigin_y += PLAYER_RADIUS/2;
  30.         ClimbedOrigin_z += GRAB_UP;
  31.         ClimbedOrigin_z += PLAYER_LEGS;
  32.         ClimbedOrigin_z += 2; // error
  33.     */
  34.     // particle(ClimbedOrigin, '0 0 0',128, 5);
  35.     SavedOrigin = self.origin; /* FIXME: add some error deltas */
  36.     setorigin(self, ClimbedOrigin);
  37.     if (!droptofloor()) // can drop here ?
  38.     {
  39.         setorigin(self, SavedOrigin);
  40.         bprint("hups!\n");
  41.         ClimbedOrigin_z += GRAB_EYE_UP;
  42.         setorigin(self, ClimbedOrigin);
  43.         if (!droptofloor())
  44.         {
  45.             setorigin(self, SavedOrigin);
  46.             bprint("hups!\n"); // could not do that
  47.         }
  48.     }
  49.     else
  50.     {
  51.         return;
  52.     }
  53. };
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