ref: 5cffae705208af74c4d6851d19bbf0affcf41fdb
parent: ddf01bc8098c22a4342abdcdedb0307bef89a86f
author: Sigrid Solveig Haflínudóttir <sigrid@ftrv.se>
date: Sun Dec 10 17:39:12 EST 2023
physics: normalize to stop player from getting "hung" in corners while airborn
--- a/sv_phys.c
+++ b/sv_phys.c
@@ -283,6 +283,7 @@
return 7;
}
CrossProduct (planes[0], planes[1], dir);
+ VectorNormalize(dir);
d = DotProduct (dir, ent->v.velocity);
VectorScale (dir, d, ent->v.velocity);
}