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BloodknightStudios

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Jun 29th, 2014
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  1. {
  2. // If we are facing into the surface jump up, otherwise
  3. // jump away from surface.
  4. F32 dot = mDot(pv,mJumpSurfaceNormal);
  5. if (dot <= 0){
  6.    acc.y += impulse * zSpeedScale;
  7.    //the "y" in acc controls the direction, in this case, forward. -Mack
  8.    acc.z += 7 * zSpeedScale;
  9.    //the "z" in acc causes the player to jump up, "7" is a set variable of "impulse" which controls the height -Mack.
  10. }
  11. }
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