// until this can be verified correctly, tolerate higher jumping speeds
player_max_jump *= 2.0;
+ // Don't divide by zero!
+ if (player_max_walk < 0.0001f)
+ player_max_walk = 0.0001f;
+ if (player_max_jump < 0.0001f)
+ player_max_jump = 0.0001f;
+
v3f diff = (m_base_position - m_last_good_position);
float d_vert = diff.Y;
diff.Y = 0;
// FIXME: Checking downwards movement is not easily possible currently,
// the server could calculate speed differences to examine the gravity
- if (d_vert > 0)
- required_time = MYMAX(required_time, d_vert / player_max_jump);
+ if (d_vert > 0) {
+ // In certain cases (water, ladders) walking speed is applied vertically
+ float s = MYMAX(player_max_jump, player_max_walk);
+ required_time = MYMAX(required_time, d_vert / s);
+ }
if (m_move_pool.grab(required_time)) {
m_last_good_position = m_base_position;