Add meaningful names for magic numbers

This commit is contained in:
s1lentq 2023-11-25 19:31:48 +07:00
parent 412eb67fd2
commit 67a4a78bf5

View File

@ -1,5 +1,9 @@
#include "precompiled.h"
#define PLAYER_MOVEMENT_STOPSPEED 100.0 // sv_stopspeed Minimum stopping speed when on ground
#define PLAYER_MOVEMENT_FRICTION 4.0 // sv_friction Surface friction
#define PLAYER_MOVEMENT_JUMP_FACTOR 19.0
BOOL pm_shared_initialized = FALSE;
vec3_t rgv3tStuckTable[54];
@ -888,10 +892,10 @@ void PM_WalkMove()
#ifdef REGAMEDLL_ADD
if (player_movement_legacy.value == 0)
flRatio = (100.0 - pmove->fuser2 * 0.001 * 19.0 * player_movement_penalty_jump.value * pmove->frametime) * 0.01;
flRatio = (PLAYER_MOVEMENT_STOPSPEED - pmove->fuser2 * 0.001 * PLAYER_MOVEMENT_JUMP_FACTOR * player_movement_penalty_jump.value * pmove->frametime) / 100.0;
else
#endif
flRatio = (100.0 - pmove->fuser2 * 0.001 * 19.0) * 0.01;
flRatio = (PLAYER_MOVEMENT_STOPSPEED - pmove->fuser2 * 0.001 * PLAYER_MOVEMENT_JUMP_FACTOR /** PLAYER_MOVEMENT_FRICTION * pmove->frametime*/) / 100.0;
pmove->velocity[0] *= flRatio;
pmove->velocity[1] *= flRatio;
@ -2566,15 +2570,15 @@ void EXT_FUNC __API_HOOK(PM_Jump)()
#ifdef REGAMEDLL_ADD
if (player_movement_legacy.value == 0)
flRatio = (100.0 - pmove->fuser2 * 0.001 * 19.0 * player_movement_penalty_jump.value * pmove->frametime) * 0.01;
flRatio = (PLAYER_MOVEMENT_STOPSPEED - pmove->fuser2 * 0.001 * PLAYER_MOVEMENT_JUMP_FACTOR * player_movement_penalty_jump.value * pmove->frametime) / 100.0;
else
#endif
flRatio = (100.0 - pmove->fuser2 * 0.001 * 19.0) * 0.01;
flRatio = (PLAYER_MOVEMENT_STOPSPEED - pmove->fuser2 * 0.001 * PLAYER_MOVEMENT_JUMP_FACTOR /** PLAYER_MOVEMENT_FRICTION * pmove->frametime*/) / 100.0;
pmove->velocity[2] *= flRatio;
}
pmove->fuser2 = 100.0 * 1000.0 / 19.0 / 4.0;
pmove->fuser2 = 100.0 / 0.001 / PLAYER_MOVEMENT_JUMP_FACTOR / PLAYER_MOVEMENT_FRICTION;
// Decay it for simulation
PM_FixupGravityVelocity();