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Recon super jump parity #1003
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Recon super jump parity #1003
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Agiel
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OGNT handles this in GameMovement::CheckJumpButton, where it has access to mv->m_flForwardMove and just adds that to the current velocity. I don't think code like this belongs in PreThink and it's time to stop duplicating code between client and server.
I put it here because it was already here, refactoring is a separate issue, one I might be inclined to undertake |
blaberry
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Let's open a separate code-cleanup issue for deduping and merge this? I'm sure there's more code needing to be cleaned up.
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Press the finish parity button |
I'm a little skeptical about the sideways nerf, maybe in the original its more something like with how we're applying the backwards movement penalty, where the penalty is applied only to the backwards component of the movement vector, so moving back and to the right is not as slow as moving straight backwards? Anyway this follows what Agiel says in #903 and having jumped around for a bit I think it feels the same as the original, will need some recon gurus to double check