Closed Raptor007 closed 6 years ago
It's partially caused by this part: https://github.com/Raptor007/aq2-tng/blob/19e78f171fa7bd45dc95caf8cc545fd721de6d67/source/p_view.c#L601-L606 The purpose seems to be making sure footstep sounds are generated if you bounce off some slopes without stopping.
It seems Pmove checks if you're on a ladder but never shares this flag with the mod: https://github.com/skullernet/q2pro/blob/49c150d0b1b081f2da431188fd27ba8b52243957/src/common/pmove.c#L751-L760
Fixed: https://github.com/Raptor007/aq2-tng/commit/742044566591f26637876e5a3e467085a555e18e
Trickier than I thought. It's important to preserve the ladder fall damage, and my ladder
and old_ladder
flags are not necessarily in sync with Pmove. So to be safe I only consider the small delta that would create a foostep sound and don't touch anything with a higher delta, nor change the way it deals with groundentity
(which is NULL
on ladders):
https://github.com/Raptor007/aq2-tng/blob/742044566591f26637876e5a3e467085a555e18e/source/p_view.c#L662-L666
Side note: It may also be worth investigating if fall damage is correct when sv_fps
is not 10:
https://github.com/Raptor007/aq2-tng/blob/742044566591f26637876e5a3e467085a555e18e/source/p_view.c#L612-L613
The "small fall" doesn't check if you're on a ladder, so every frame climbing down, it makes a footstep sound: https://github.com/Raptor007/aq2-tng/blob/19e78f171fa7bd45dc95caf8cc545fd721de6d67/source/p_view.c#L633-L637
This behavior existed in AQ2 1.52 and even in baseq2, but I don't think it was intentional as traveling up ladders is silent. It also happens on every server frame, which means traditionally it would make 10 sounds per second, but now might do even more depending on
sv_fps
.