implemented main SA movement features and defcheck
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3b0319d009
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3404d7f306
@ -36,6 +36,13 @@ extern IFileSystem *filesystem;
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#endif
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#endif
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#define SA_MOVEMENT
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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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// tickcount currently isn't set during prediction, although gpGlobals->curtime and
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// tickcount currently isn't set during prediction, although gpGlobals->curtime and
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// gpGlobals->frametime are. We should probably set tickcount (to player->m_nTickBase),
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// gpGlobals->frametime are. We should probably set tickcount (to player->m_nTickBase),
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// but we're REALLY close to shipping, so we can change that later and people can use
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// but we're REALLY close to shipping, so we can change that later and people can use
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@ -1199,6 +1206,14 @@ void CGameMovement::FinishTrackPredictionErrors( CBasePlayer *pPlayer )
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CGameMovement::FinishMove( void )
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void CGameMovement::FinishMove( void )
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{
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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 (!(mv->m_nButtons & IN_JUMP) && pQueueJump->GetInt() == 1) {
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mv->m_bRejumpAllowed = true;
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}
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else if (pPogoStick->GetInt() == 1) {
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mv->m_bRejumpAllowed = true;
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}
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mv->m_nOldButtons = mv->m_nButtons;
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mv->m_nOldButtons = mv->m_nButtons;
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}
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}
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@ -1889,6 +1904,12 @@ void CGameMovement::StayOnGround( void )
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}
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}
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}
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}
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// Camera Bob
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ConVar cl_camtilt_enabled("cl_camtilt_enabled", "1", 0, "Oscillation Toggle", true, 0, true, 1);
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ConVar cl_viewbob_timer("cl_viewbob_timer", "1", 0, "Speed of Oscillation");
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ConVar cl_camtilt_scale("cl_camtilt_scale", "2.5", 0, "Magnitude of Oscillation");
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose:
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// Purpose:
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -1915,6 +1936,16 @@ void CGameMovement::WalkMove( void )
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fmove = mv->m_flForwardMove;
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fmove = mv->m_flForwardMove;
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smove = mv->m_flSideMove;
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smove = mv->m_flSideMove;
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if (cl_camtilt_enabled.GetInt() == 1 && !engine->IsPaused())
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{
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float offset = 2 * cl_viewbob_timer.GetFloat() * player->GetAbsVelocity().Length() * cl_camtilt_scale.GetFloat() / 4000000 * smove;
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QAngle playerAngles = mv->m_vecViewAngles;
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QAngle camTilt(0, 0, offset);
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QAngle resultAngles(playerAngles.x, playerAngles.y, playerAngles.z + camTilt.z);
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player->ViewPunch(camTilt);
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}
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// Zero out z components of movement vectors
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// Zero out z components of movement vectors
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if ( g_bMovementOptimizations )
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if ( g_bMovementOptimizations )
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{
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{
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@ -2074,7 +2105,8 @@ void CGameMovement::FullWalkMove( )
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// If we are on ground, no downward velocity.
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// If we are on ground, no downward velocity.
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if ( player->GetGroundEntity() != NULL )
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if ( player->GetGroundEntity() != NULL )
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{
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{
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mv->m_vecVelocity[2] = 0;
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mv->m_vecVelocity[2] = 0;
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mv->m_bRejumpAllowed = true;
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}
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}
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}
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}
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else
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else
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@ -2353,6 +2385,8 @@ void CGameMovement::PlaySwimSound()
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CGameMovement::CheckJumpButton( void )
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bool CGameMovement::CheckJumpButton( void )
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{
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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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if (player->pl.deadflag)
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{
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{
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mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released
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mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released
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@ -2365,13 +2399,13 @@ bool CGameMovement::CheckJumpButton( void )
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player->m_flWaterJumpTime -= gpGlobals->frametime;
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player->m_flWaterJumpTime -= gpGlobals->frametime;
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if (player->m_flWaterJumpTime < 0)
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if (player->m_flWaterJumpTime < 0)
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player->m_flWaterJumpTime = 0;
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player->m_flWaterJumpTime = 0;
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return false;
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return false;
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}
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}
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// If we are in the water most of the way...
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// If we are in the water most of the way...
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if ( player->GetWaterLevel() >= 2 )
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if ( player->GetWaterLevel() >= 2 )
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{
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{
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// swimming, not jumping
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// swimming, not jumping
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SetGroundEntity( NULL );
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SetGroundEntity( NULL );
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@ -2379,7 +2413,7 @@ bool CGameMovement::CheckJumpButton( void )
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mv->m_vecVelocity[2] = 100;
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mv->m_vecVelocity[2] = 100;
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else if (player->GetWaterType() == CONTENTS_SLIME)
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else if (player->GetWaterType() == CONTENTS_SLIME)
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mv->m_vecVelocity[2] = 80;
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mv->m_vecVelocity[2] = 80;
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// play swiming sound
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// play swiming sound
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if ( player->m_flSwimSoundTime <= 0 )
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if ( player->m_flSwimSoundTime <= 0 )
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{
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{
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@ -2392,11 +2426,13 @@ bool CGameMovement::CheckJumpButton( void )
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}
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}
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// No more effect
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// No more effect
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if (player->GetGroundEntity() == NULL)
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if (player->GetGroundEntity() == NULL)
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{
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{
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mv->m_nOldButtons |= IN_JUMP;
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//Removed because we don't want the jump button to become 'unpressed'
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// mv->m_nOldButtons |= IN_JUMP;
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return false; // in air, so no effect
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return false; // in air, so no effect
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}
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}
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DevMsg("Got past getGroundEntity() == NULL \n");
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// Don't allow jumping when the player is in a stasis field.
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// Don't allow jumping when the player is in a stasis field.
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#ifndef HL2_EPISODIC
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#ifndef HL2_EPISODIC
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@ -2404,35 +2440,47 @@ bool CGameMovement::CheckJumpButton( void )
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return false;
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return false;
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#endif
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#endif
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if ( mv->m_nOldButtons & IN_JUMP )
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//pressed jump on last tick/frame and both autojump and queuejump are disabled through console.
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if ( mv->m_nOldButtons & IN_JUMP && !(mv->m_bRejumpAllowed ) ) {
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return false; // don't pogo stick
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return false; // don't pogo stick
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}
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//DevMsg("Got past dont pogo \n");
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// Cannot jump will in the unduck transition.
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// Cannot jump will in the unduck transition.
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if ( player->m_Local.m_bDucking && ( player->GetFlags() & FL_DUCKING ) )
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//if ( player->m_Local.m_bDucking && ( player->GetFlags() & FL_DUCKING ) )
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return false;
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//return false;
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// Still updating the eye position.
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// Still updating the eye position.
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if ( player->m_Local.m_flDuckJumpTime > 0.0f )
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//if ( player->m_Local.m_flDuckJumpTime > 0.0f )
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return false;
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//return false;
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if (pPogoStick->GetInt() == 0) {
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DevMsg("rejump disabled \n");
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mv->m_bRejumpAllowed = false;
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}
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// In the air now.
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// In the air now.
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SetGroundEntity( NULL );
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SetGroundEntity( NULL );
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player->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, 1.0, true );
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player->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, 1.0, true );
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MoveHelper()->PlayerSetAnimation( PLAYER_JUMP );
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MoveHelper()->PlayerSetAnimation( PLAYER_JUMP );
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float flGroundFactor = 1.0f;
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float flGroundFactor = 1.0f;
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if (player->m_pSurfaceData)
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if (player->m_pSurfaceData)
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{
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{
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flGroundFactor = player->m_pSurfaceData->game.jumpFactor;
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flGroundFactor = player->m_pSurfaceData->game.jumpFactor;
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}
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}
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float flMul;
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float flMul;
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if ( g_bMovementOptimizations )
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if ( g_bMovementOptimizations )
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{
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{
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#if defined(HL2_DLL) || defined(HL2_CLIENT_DLL)
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#if defined(HL2_DLL) &!defined(SArena_DLL) || defined(HL2_CLIENT_DLL) &!defined(SArena_DLL)
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Assert( GetCurrentGravity() == 600.0f );
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Assert( GetCurrentGravity() == 600.0f );
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flMul = 160.0f; // approx. 21 units.
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flMul = 160.0f; // approx. 21 units.
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#else
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#else
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@ -2443,7 +2491,10 @@ bool CGameMovement::CheckJumpButton( void )
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}
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}
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else
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else
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{
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{
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flMul = sqrt(2 * GetCurrentGravity() * GAMEMOVEMENT_JUMP_HEIGHT);
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//flMul = sqrt(2 * GetCurrentGravity() * GAMEMOVEMENT_JUMP_HEIGHT);
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//We need these
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Assert(GetCurrentGravity() == 800.0f);
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flMul = 268.3281572999747f;
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}
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}
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// Acclerate upward
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// Acclerate upward
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@ -2473,7 +2524,7 @@ bool CGameMovement::CheckJumpButton( void )
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AngleVectors( mv->m_vecViewAngles, &vecForward );
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AngleVectors( mv->m_vecViewAngles, &vecForward );
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vecForward.z = 0;
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vecForward.z = 0;
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VectorNormalize( vecForward );
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VectorNormalize( vecForward );
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// We give a certain percentage of the current forward movement as a bonus to the jump speed. That bonus is clipped
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// We give a certain percentage of the current forward movement as a bonus to the jump speed. That bonus is clipped
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// to not accumulate over time.
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// to not accumulate over time.
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float flSpeedBoostPerc = ( !pMoveData->m_bIsSprinting && !player->m_Local.m_bDucked ) ? 0.5f : 0.1f;
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float flSpeedBoostPerc = ( !pMoveData->m_bIsSprinting && !player->m_Local.m_bDucked ) ? 0.5f : 0.1f;
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@ -2523,9 +2574,13 @@ bool CGameMovement::CheckJumpButton( void )
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}
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}
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#endif
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#endif
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// Flag that we jumped.
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//Commented out because idk why
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mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
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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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return true;
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return true;
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}
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}
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@ -2840,7 +2895,7 @@ inline bool CGameMovement::OnLadder( trace_t &trace )
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// HPE_BEGIN
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// HPE_BEGIN
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// [sbodenbender] make ladders easier to climb in cstrike
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// [sbodenbender] make ladders easier to climb in cstrike
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//=============================================================================
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//=============================================================================
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#if defined (CSTRIKE_DLL)
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#if defined (CSTRIKE_DLL) || defined( SArena_DLL )
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ConVar sv_ladder_dampen ( "sv_ladder_dampen", "0.2", FCVAR_REPLICATED, "Amount to dampen perpendicular movement on a ladder", true, 0.0f, true, 1.0f );
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ConVar sv_ladder_dampen ( "sv_ladder_dampen", "0.2", FCVAR_REPLICATED, "Amount to dampen perpendicular movement on a ladder", true, 0.0f, true, 1.0f );
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ConVar sv_ladder_angle( "sv_ladder_angle", "-0.707", FCVAR_REPLICATED, "Cos of angle of incidence to ladder perpendicular for applying ladder_dampen", true, -1.0f, true, 1.0f );
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ConVar sv_ladder_angle( "sv_ladder_angle", "-0.707", FCVAR_REPLICATED, "Cos of angle of incidence to ladder perpendicular for applying ladder_dampen", true, -1.0f, true, 1.0f );
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#endif
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#endif
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@ -2977,7 +3032,7 @@ bool CGameMovement::LadderMove( void )
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// HPE_BEGIN
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// HPE_BEGIN
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// [sbodenbender] make ladders easier to climb in cstrike
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// [sbodenbender] make ladders easier to climb in cstrike
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//=============================================================================
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//=============================================================================
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#if defined (CSTRIKE_DLL)
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#if defined (CSTRIKE_DLL) || defined( SArena_DLL )
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// break lateral into direction along tmp (up the ladder) and direction along perp (perpendicular to ladder)
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// break lateral into direction along tmp (up the ladder) and direction along perp (perpendicular to ladder)
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float tmpDist = DotProduct ( tmp, lateral );
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float tmpDist = DotProduct ( tmp, lateral );
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float perpDist = DotProduct ( perp, lateral );
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float perpDist = DotProduct ( perp, lateral );
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@ -16,7 +16,7 @@
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#include "tier0/memdbgon.h"
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#include "tier0/memdbgon.h"
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// some cvars used by player movement system
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// some cvars used by player movement system
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
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#if defined( HL2_DLL ) &! defined( SArena_DLL ) || defined( HL2_CLIENT_DLL ) &! defined( SArena_DLL )
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#define DEFAULT_GRAVITY_STRING "600"
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#define DEFAULT_GRAVITY_STRING "600"
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#else
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#else
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#define DEFAULT_GRAVITY_STRING "800"
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#define DEFAULT_GRAVITY_STRING "800"
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ConVar sv_gravity ( "sv_gravity", DEFAULT_GRAVITY_STRING, FCVAR_NOTIFY | FCVAR_REPLICATED, "World gravity." );
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ConVar sv_gravity ( "sv_gravity", DEFAULT_GRAVITY_STRING, FCVAR_NOTIFY | FCVAR_REPLICATED, "World gravity." );
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#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
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#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL )
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ConVar sv_stopspeed ( "sv_stopspeed","100", FCVAR_NOTIFY | FCVAR_REPLICATED, "Minimum stopping speed when on ground." );
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ConVar sv_stopspeed ( "sv_stopspeed","100", FCVAR_NOTIFY | FCVAR_REPLICATED, "Minimum stopping speed when on ground." );
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#else
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#else
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ConVar sv_stopspeed ( "sv_stopspeed","100", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Minimum stopping speed when on ground." );
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ConVar sv_stopspeed ( "sv_stopspeed","100", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Minimum stopping speed when on ground." );
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@ -48,7 +48,7 @@ ConVar sv_specaccelerate( "sv_specaccelerate", "5", FCVAR_NOTIFY | FCVAR_ARCHIVE
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ConVar sv_specspeed ( "sv_specspeed", "3", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_specspeed ( "sv_specspeed", "3", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_specnoclip ( "sv_specnoclip", "1", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_specnoclip ( "sv_specnoclip", "1", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL )
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ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED);
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#else
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#else
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ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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@ -58,7 +58,7 @@ ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FC
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ConVar sv_accelerate ( "sv_accelerate", "7", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_accelerate ( "sv_accelerate", "7", FCVAR_NOTIFY | FCVAR_REPLICATED);
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#else
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#else
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL )
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ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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#else
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#else
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ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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@ -66,7 +66,7 @@ ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FC
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#endif//_XBOX
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#endif//_XBOX
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //we need these to not be hidden
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ConVar sv_airaccelerate( "sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_airaccelerate( "sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED);
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@ -82,13 +82,13 @@ ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED | F
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ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle");
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ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle");
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#endif // CSTRIKE_DLL
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#endif // CSTRIKE_DLL
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#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
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#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //need these too
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ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED, "World friction." );
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ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED, "World friction." );
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#else
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#else
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ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." );
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ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." );
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#endif // DOD_DLL || CSTRIKE_DLL
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#endif // DOD_DLL || CSTRIKE_DLL
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||||||
|
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||||||
#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //need these too
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ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Bounce multiplier for when physically simulated objects collide with other objects." );
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ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Bounce multiplier for when physically simulated objects collide with other objects." );
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ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED, "Maximum speed any ballistically moving object is allowed to attain per axis." );
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ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED, "Maximum speed any ballistically moving object is allowed to attain per axis." );
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||||||
ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED );
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ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED );
|
||||||
|
|||||||
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Reference in New Issue
Block a user