diff --git a/code/game/bg_pmove.c b/code/game/bg_pmove.c index c754174339..68a686a125 100644 --- a/code/game/bg_pmove.c +++ b/code/game/bg_pmove.c @@ -1257,7 +1257,7 @@ static void PM_CheckDuck (void) } else { VectorSet( pm->mins, -PLAYER_WIDTH, -PLAYER_WIDTH, MINS_Z ); - VectorSet( pm->maxs, PLAYER_WIDTH, PLAYER_WIDTH, 16 ); + VectorSet( pm->maxs, PLAYER_WIDTH, PLAYER_WIDTH, CROUCH_MAXS_Z ); } pm->ps->pm_flags |= PMF_DUCKED; pm->ps->viewheight = CROUCH_VIEWHEIGHT; @@ -1275,7 +1275,7 @@ static void PM_CheckDuck (void) if (pm->ps->pm_type == PM_DEAD) { - pm->maxs[2] = DEAD_HEIGHT; + pm->maxs[2] = DEAD_MAXS_Z; pm->ps->viewheight = DEAD_VIEWHEIGHT; return; } @@ -1289,7 +1289,7 @@ static void PM_CheckDuck (void) if (pm->ps->pm_flags & PMF_DUCKED) { // try to stand up - pm->maxs[2] = DEFAULT_HEIGHT; + pm->maxs[2] = MAXS_Z; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask ); if (!trace.allsolid) pm->ps->pm_flags &= ~PMF_DUCKED; @@ -1298,12 +1298,12 @@ static void PM_CheckDuck (void) if (pm->ps->pm_flags & PMF_DUCKED) { - pm->maxs[2] = CROUCH_HEIGHT; + pm->maxs[2] = CROUCH_MAXS_Z; pm->ps->viewheight = CROUCH_VIEWHEIGHT; } else { - pm->maxs[2] = DEFAULT_HEIGHT; + pm->maxs[2] = MAXS_Z; pm->ps->viewheight = DEFAULT_VIEWHEIGHT; } } diff --git a/code/game/bg_public.h b/code/game/bg_public.h index 7d203fb08e..19a71ed800 100644 --- a/code/game/bg_public.h +++ b/code/game/bg_public.h @@ -48,11 +48,11 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #define PLAYER_WIDTH 15 #define MINS_Z -24 -#define DEFAULT_HEIGHT 32 +#define MAXS_Z 32 #define DEFAULT_VIEWHEIGHT 26 -#define CROUCH_HEIGHT 16 +#define CROUCH_MAXS_Z 16 #define CROUCH_VIEWHEIGHT 12 -#define DEAD_HEIGHT -8 +#define DEAD_MAXS_Z -8 #define DEAD_VIEWHEIGHT -16 #define INVUL_RADIUS 42 diff --git a/code/game/g_combat.c b/code/game/g_combat.c index b8f7448a7a..eaeb582dbe 100644 --- a/code/game/g_combat.c +++ b/code/game/g_combat.c @@ -601,7 +601,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int self->s.loopSound = 0; - self->r.maxs[2] = DEAD_HEIGHT; + self->r.maxs[2] = DEAD_MAXS_Z; // don't allow respawn until the death anim is done // g_forcerespawn may force spawning at some later time