Comments (2)
For clarification, the double jump above means a second jump mid-air.
from jurassicparktrespasser.
Upon further analysis, the cause of the jump bug seems to be something different than described above.
The jump is triggered in the physics subsystem by "messages", which are evaluated in InfoSkeleton.cpp
in CPhysicsInfoSkeleton::HandleMessage
. When a message contains a jump request, some physics flags regarding jumping are activated, otherwise they are deactivated. Sometimes after evaluating a jump request message, another non-jump message is evaluated. This causes a reset of the jumping flags before the jump can be executed.
I have tried to do the reset only after a jump was executed. This makes jumping work consistently, but it also introduces a novel type of double jump: when the jump key is pressed while a jump is in progress, that new jump is performed immediately after landing. (This experiment did not involve the workaround mentioned above.)
A comprehensive solution remains difficult to find, because reliable indicators for "jump is in progress" or "player has ground contact" have not been identified yet.
from jurassicparktrespasser.
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