diff --git a/mp/src/game/shared/movevars_shared.cpp b/mp/src/game/shared/movevars_shared.cpp index b5b94c72..0c95f1a3 100644 --- a/mp/src/game/shared/movevars_shared.cpp +++ b/mp/src/game/shared/movevars_shared.cpp @@ -17,7 +17,7 @@ // some cvars used by player movement system #if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) -#define DEFAULT_GRAVITY_STRING "600" +#define DEFAULT_GRAVITY_STRING "800" #else #define DEFAULT_GRAVITY_STRING "800" #endif @@ -58,49 +58,49 @@ ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FC ConVar sv_accelerate ( "sv_accelerate", "7", FCVAR_NOTIFY | FCVAR_REPLICATED); #else -#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) +//#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED); -#else - ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY); -#endif // CSTRIKE_DLL +//#else +// ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY); +//#endif // CSTRIKE_DLL #endif//_XBOX -#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) -ConVar sv_airaccelerate( "sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED); +//#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) +ConVar sv_airaccelerate( "sv_airaccelerate", "100", FCVAR_NOTIFY | FCVAR_REPLICATED); ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED); ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED); ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED, "Play footstep sound for players" ); ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED); ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Max view roll angle"); -#else -ConVar sv_airaccelerate( "sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); -ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); -ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); -ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Play footstep sound for players" ); -ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY); -ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle"); -#endif // CSTRIKE_DLL +//#else +//ConVar sv_airaccelerate("sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY); +//ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); +//ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); +//ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Play footstep sound for players" ); +//ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY); +//ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle"); +//#endif // CSTRIKE_DLL -#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) +//#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED, "World friction." ); -#else -ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." ); -#endif // DOD_DLL || CSTRIKE_DLL +//#else +//ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." ); +//#endif // DOD_DLL || CSTRIKE_DLL -#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) +//#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Bounce multiplier for when physically simulated objects collide with other objects." ); ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED, "Maximum speed any ballistically moving object is allowed to attain per axis." ); ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED ); ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED, "How much to slow down backwards motion" ); ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED, "Vertical view fixup when eyes are near water plane." ); -#else -ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Bounce multiplier for when physically simulated objects collide with other objects." ); -ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Maximum speed any ballistically moving object is allowed to attain per axis." ); -ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); -ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How much to slow down backwards motion" ); -ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Vertical view fixup when eyes are near water plane." ); -#endif // CSTRIKE_DLL +//#else +//ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Bounce multiplier for when physically simulated objects collide with other objects." ); +//ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Maximum speed any ballistically moving object is allowed to attain per axis." ); +//ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); +//ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How much to slow down backwards motion" ); +//ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Vertical view fixup when eyes are near water plane." ); +//#endif // CSTRIKE_DLL ConVar sv_skyname ( "sv_skyname", "sky_urb01", FCVAR_ARCHIVE | FCVAR_REPLICATED, "Current name of the skybox texture" );