diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index be3652b0a9..49221cbae9 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -2144,6 +2144,10 @@ namespace MWMechanics bool wasInJump = mInJump; mInJump = false; + const float jumpHeight = cls.getJump(mPtr); + if (jumpHeight <= 0.f || sneak || inwater || flying || !solid) + vec.z() = 0.f; + if (!inwater && !flying && solid) { // In the air (either getting up —ascending part of jump— or falling). @@ -2162,20 +2166,16 @@ namespace MWMechanics vec.z() = 0.0f; } // Started a jump. - else if (mJumpState != JumpState_InAir && vec.z() > 0.f && !sneak) + else if (mJumpState != JumpState_InAir && vec.z() > 0.f) { - float z = cls.getJump(mPtr); - if (z > 0.f) + mInJump = true; + if (vec.x() == 0 && vec.y() == 0) + vec.z() = jumpHeight; + else { - mInJump = true; - if (vec.x() == 0 && vec.y() == 0) - vec.z() = z; - else - { - osg::Vec3f lat(vec.x(), vec.y(), 0.0f); - lat.normalize(); - vec = osg::Vec3f(lat.x(), lat.y(), 1.0f) * z * 0.707f; - } + osg::Vec3f lat(vec.x(), vec.y(), 0.0f); + lat.normalize(); + vec = osg::Vec3f(lat.x(), lat.y(), 1.0f) * jumpHeight * 0.707f; } } }