fucked around with abh code
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@ -36,8 +36,9 @@ extern IFileSystem *filesystem;
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#endif
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#define SA_MOVEMENT
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#ifndef SA_MOVEMENT
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#define SA_MOVEMENT
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#endif
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ConVar sa_sv_pogostick("sv_pogostick", "0", FCVAR_REPLICATED, "queue jumps", 1, 0, 1, 1);
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ConVar sa_sv_queuejump("sv_queuejump", "1", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1);
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@ -2387,6 +2388,7 @@ bool CGameMovement::CheckJumpButton( void )
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{
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ConVar* pPogoStick = cvar->FindVar("sv_pogostick");
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ConVar* pQueueJump = cvar->FindVar("sv_queuejump");
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if (player->pl.deadflag)
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{
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mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released
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@ -2517,8 +2519,8 @@ bool CGameMovement::CheckJumpButton( void )
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// Add a little forward velocity based on your current forward velocity - if you are not sprinting.
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
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if ( gpGlobals->maxClients == 1 )
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{
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//if ( gpGlobals->maxClients == 1 )
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//{
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CHLMoveData *pMoveData = ( CHLMoveData* )mv;
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Vector vecForward;
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AngleVectors( mv->m_vecViewAngles, &vecForward );
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@ -2535,7 +2537,7 @@ bool CGameMovement::CheckJumpButton( void )
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// If we're over the maximum, we want to only boost as much as will get us to the goal speed
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if ( flNewSpeed > flMaxSpeed )
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{
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flSpeedAddition -= flNewSpeed - flMaxSpeed;
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//flSpeedAddition -= flNewSpeed - flMaxSpeed;
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}
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if ( mv->m_flForwardMove < 0.0f )
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@ -2543,7 +2545,7 @@ bool CGameMovement::CheckJumpButton( void )
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// Add it on
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VectorAdd( (vecForward*flSpeedAddition), mv->m_vecVelocity, mv->m_vecVelocity );
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}
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//}
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#endif
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FinishGravity();
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@ -2576,10 +2578,10 @@ bool CGameMovement::CheckJumpButton( void )
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#endif
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//Commented out because idk why
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//else if (pPogoStick->GetInt() == 0 && pQueueJump->GetInt() == 1 && player->GetGroundEntity() != NULL) {
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else if (pPogoStick->GetInt() == 0 && pQueueJump->GetInt() == 1 && player->GetGroundEntity() != NULL) {
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// Flag that we jumped.
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// mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
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//}
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mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
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}
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return true;
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}
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