Duck Jump Fix
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This article will show you how to fix Valve's implementation of Duck Jumping. Valve's implementation (in the Orange Box Source SDK) moves the player's origin upwards in the positive z-axis approximately 32 units in one frame. This causes a huge problem with prediction and hit box synchronization between the server and client. This also causes the player to appear to pop-up in the air!
To fix this issue we add an interpolation to the ducking and unducking while in the air. Since we have a short time to apply these interpolations, we speed up the rate of ducking while jumping by two times the normal ducking speed.
- Strong C++ background
- Knowledge of the Source SDK
- General knowledge of player movement
There is not much to the code, the only thing needed is to add two functions and modify two conditional statements. Below you will find a detailed breakdown of each change, so just copy and paste into the relevant sections.