fixed problems caused by incorrect merge
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@ -1904,10 +1904,6 @@ void CGameMovement::StayOnGround( void )
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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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// 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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@ -1950,6 +1946,7 @@ void CGameMovement::WalkMove( void )
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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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if ( g_bMovementOptimizations )
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{
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@ -2227,10 +2224,10 @@ void CGameMovement::FullObserverMove( void )
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{
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factor /= 2.0f;
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}
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float fmove = mv->m_flForwardMove * factor;
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float smove = mv->m_flSideMove * factor;
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VectorNormalize (forward); // Normalize remainder of vectors
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VectorNormalize (right); //
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@ -2383,9 +2380,7 @@ void CGameMovement::PlaySwimSound()
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MoveHelper()->StartSound( mv->GetAbsOrigin(), "Player.Swim" );
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}
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#define SA_MOVEMENT
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ConVar sa_sv_autojump("sv_autojump", "0", FCVAR_REPLICATED, "auto bunny hopping", 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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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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@ -2399,7 +2394,6 @@ bool CGameMovement::CheckJumpButton( void )
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mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released
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return false;
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}
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// See if we are waterjumping. If so, decrement count and return.
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if (player->m_flWaterJumpTime)
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@ -2447,23 +2441,10 @@ bool CGameMovement::CheckJumpButton( void )
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if ( player->m_Local.m_bSlowMovement )
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return false;
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#endif
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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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}
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//My jumping shit
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//holding jump
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if (mv->m_nButtons & IN_JUMP | mv->m_nOldButtons & IN_JUMP && pQueueJump->GetInt() == 1 && pAutoJump->GetInt() == 0) {
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//holding jump and on the ground
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if (player->GetGroundEntity() != NULL) {
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#ifdef CLIENT_DLL
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engine->ClientCmd("-jump");
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#endif
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}
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}
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}
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//DevMsg("Got past dont pogo \n");
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@ -2919,7 +2900,7 @@ inline bool CGameMovement::OnLadder( trace_t &trace )
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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_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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//=============================================================================
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// HPE_END
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//=============================================================================
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@ -3067,7 +3048,7 @@ bool CGameMovement::LadderMove( void )
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if (angleDot < sv_ladder_angle.GetFloat())
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lateral = (tmp * tmpDist) + (perp * sv_ladder_dampen.GetFloat() * perpDist);
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//#endif // CSTRIKE_DLL
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#endif // CSTRIKE_DLL
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//=============================================================================
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// HPE_END
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//=============================================================================
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@ -60,9 +60,9 @@ ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FC
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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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//#else
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// ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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//#endif // CSTRIKE_DLL
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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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#endif // CSTRIKE_DLL
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#endif//_XBOX
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@ -84,9 +84,9 @@ ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCV
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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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//#else
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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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#else
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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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#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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@ -94,13 +94,13 @@ ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED, "Maximum spee
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ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED );
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ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED, "How much to slow down backwards motion" );
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ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED, "Vertical view fixup when eyes are near water plane." );
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//#else
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//ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Bounce multiplier for when physically simulated objects collide with other objects." );
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//ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "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 | FCVAR_DEVELOPMENTONLY );
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//ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How much to slow down backwards motion" );
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//ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Vertical view fixup when eyes are near water plane." );
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//#endif // CSTRIKE_DLL
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#else
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ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Bounce multiplier for when physically simulated objects collide with other objects." );
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ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "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 | FCVAR_DEVELOPMENTONLY );
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ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How much to slow down backwards motion" );
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ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Vertical view fixup when eyes are near water plane." );
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#endif // CSTRIKE_DLL
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ConVar sv_skyname ( "sv_skyname", "sky_urb01", FCVAR_ARCHIVE | FCVAR_REPLICATED, "Current name of the skybox texture" );
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