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if (self.button1)
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if (self.button1)
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vlen (self.velocity) > ...
This actually can work pretty well. I already used this. In Darkplaces the relation between running/walking speed is controlled by a cvar (cl_movespeedkey, default = 2.0). In other engines this relation is fixed in 2.Baker wrote:Check onground flag and check velocity > 200 (or so depending on what you expect) ?
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if (self.velocity_x || self.velocity_y)
{
self.walkframe=0;
player_run();
return;
}
IIRC not all engines support it, or it's like the .gravity field that is supported by Quake 1.08 and above, because it was added in hipnotic. Memory is failing a lot today (I need sleep)...r00k wrote:Spike I cant find .movement in vanilla qc...