game/server/npc_wretch.cpp
bool CWretch::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const
{
	const float MAX_JUMP_RISE		= 440.0f; //wretch has enhanced jump capabilities
	const float MAX_JUMP_DISTANCE	= 1024.0f;
	const float MAX_JUMP_DROP		= 768.0f;

	if ( BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DROP, MAX_JUMP_DISTANCE ) )
	{
		// Hang onto the jump distance. The AI is going to want it.
		m_flJumpDist = (startPos - endPos).Length();

		return true;
	}
	return false;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if a reasonable jumping distance
// Input  :
// Output :
//-----------------------------------------------------------------------------
Returns true if a reasonable jumping distance
Input  :
Output .
Returns true if a reasonable jumping distance Input : Output .
bool CWretch::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const
{
	const float MAX_JUMP_RISE		= 440.0f; 
	const float MAX_JUMP_DISTANCE	= 1024.0f;
	const float MAX_JUMP_DROP		= 768.0f;
	if ( BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DROP, MAX_JUMP_DISTANCE ) )
	{
		m_flJumpDist = (startPos - endPos).Length();
		return true;
	}
	return false;
}
bool CWretch :: IsJumpLegal ( const Vector & startPos , const Vector & apex , const Vector & endPos ) const { const float MAX_JUMP_RISE = 440.0f ; const float MAX_JUMP_DISTANCE = 1024.0f ; const float MAX_JUMP_DROP = 768.0f ; if ( BaseClass :: IsJumpLegal ( startPos , apex , endPos , MAX_JUMP_RISE , MAX_JUMP_DROP , MAX_JUMP_DISTANCE ) ) { m_flJumpDist = ( startPos - endPos ) . Length ( ) ; return true ; } return false ; }
Purpose: Returns true if a reasonable jumping distance
Input  :
Output :
Purpose : Returns true if a reasonable jumping distance Input : Output :
//wretch has enhanced jump capabilities // Hang onto the jump distance. The AI is going to want it.