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Move to neo_player_shared
Manually verify ground entity presence for the water jump case. This fixes the issue with waterjumping, but doesn't address the underlaying problem, which seems to be that we spawn with stale FL_ONGROUND value, which causes IsAllowedToSuperJump to incorrectly pass the IsAirborne check. This also means that one can superjump upon spawning for non-freezetimed rounds (like warmup), if they are fast enough to do the superjump before landing. Will address the actual problem in next commit.
BaseClass of server CNEO_Player class will set FL_ONGROUND unconditionally at Spawn. This is not necessarily true, and will fail most notably for the case where the player spawns in and above a pool of water. Having the FL_ONGROUND be incorrect will then subsequently break checks for Airborne-ness for the recon superjump, effectively allowing the recon to superjump from above the surface of the water, until they first land on a true ground surface to sync their ONGROUND flag with reality. Another bugged case would be spawning high in the air, during warmup or mid-round where there might be no freezetime, whereby the recon could superjump mid-air if they were quick enough to do it before touching the floor. Client side seems to not set the FL_ONGROUND flag in this way, so the fix is only needed server side. Also reverting the previous 9c0b04f hotfix because this commit obsoletes it.
Height can differ by class (supports)
because this only matters for players
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Description
Fix a problem with
FL_ONGROUNDflag being set unconditionally server side for CNEO_Player::Spawn when calling into its base class. This would not always hold true, the most notable issue being #1969 . Another weird edge case would be spawning late into a round, and being able to recon-superjump if you do it before landing on the ground for the first time from a mid-air spawnpoint.Also refactoring some old related code to be shorter and nicer.
Test map (OGNT compatible)
dev_swimspawn.zip
Should be able to superjump (parity):
Should not be able to superjump:
Toolchain
Linked Issues