imported movevars from old SA

This commit is contained in:
Andreas 2019-08-13 06:50:19 +02:00
parent 443c2483b0
commit 380112a25f

View File

@ -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" );