diff --git a/mp/src/game/shared/gamemovement.cpp b/mp/src/game/shared/gamemovement.cpp index abdd4552..3f1ff747 100644 --- a/mp/src/game/shared/gamemovement.cpp +++ b/mp/src/game/shared/gamemovement.cpp @@ -1904,10 +1904,6 @@ void CGameMovement::StayOnGround( void ) } } } -// Camera Bob -ConVar cl_camtilt_enabled("cl_camtilt_enabled", "1", 0, "Oscillation Toggle", true, 0, true, 1); -ConVar cl_viewbob_timer("cl_viewbob_timer", "1", 0, "Speed of Oscillation"); -ConVar cl_camtilt_scale("cl_camtilt_scale", "2.5", 0, "Magnitude of Oscillation"); // Camera Bob ConVar cl_camtilt_enabled("cl_camtilt_enabled", "1", 0, "Oscillation Toggle", true, 0, true, 1); @@ -1950,6 +1946,7 @@ void CGameMovement::WalkMove( void ) player->ViewPunch(camTilt); } + // Zero out z components of movement vectors if ( g_bMovementOptimizations ) { @@ -2227,10 +2224,10 @@ void CGameMovement::FullObserverMove( void ) { factor /= 2.0f; } + float fmove = mv->m_flForwardMove * factor; float smove = mv->m_flSideMove * factor; - VectorNormalize (forward); // Normalize remainder of vectors VectorNormalize (right); // @@ -2383,9 +2380,7 @@ void CGameMovement::PlaySwimSound() MoveHelper()->StartSound( mv->GetAbsOrigin(), "Player.Swim" ); } -#define SA_MOVEMENT -ConVar sa_sv_autojump("sv_autojump", "0", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1); -ConVar sa_sv_queuejump("sv_queuejump", "1", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1); + //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- @@ -2399,7 +2394,6 @@ bool CGameMovement::CheckJumpButton( void ) mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released return false; } - // See if we are waterjumping. If so, decrement count and return. if (player->m_flWaterJumpTime) @@ -2447,23 +2441,10 @@ bool CGameMovement::CheckJumpButton( void ) if ( player->m_Local.m_bSlowMovement ) return false; #endif - //pressed jump on last tick/frame and both autojump and queuejump are disabled through console. if ( mv->m_nOldButtons & IN_JUMP && !(mv->m_bRejumpAllowed ) ) { return false; // don't pogo stick - } - //My jumping shit - //holding jump - if (mv->m_nButtons & IN_JUMP | mv->m_nOldButtons & IN_JUMP && pQueueJump->GetInt() == 1 && pAutoJump->GetInt() == 0) { - //holding jump and on the ground - if (player->GetGroundEntity() != NULL) { -#ifdef CLIENT_DLL - engine->ClientCmd("-jump"); -#endif - } - } - } //DevMsg("Got past dont pogo \n"); @@ -2919,7 +2900,7 @@ inline bool CGameMovement::OnLadder( trace_t &trace ) #if defined (CSTRIKE_DLL) || defined( SArena_DLL ) 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 ); 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 ); -//#endif +#endif //============================================================================= // HPE_END //============================================================================= @@ -3067,7 +3048,7 @@ bool CGameMovement::LadderMove( void ) if (angleDot < sv_ladder_angle.GetFloat()) lateral = (tmp * tmpDist) + (perp * sv_ladder_dampen.GetFloat() * perpDist); -//#endif // CSTRIKE_DLL +#endif // CSTRIKE_DLL //============================================================================= // HPE_END //============================================================================= diff --git a/mp/src/game/shared/movevars_shared.cpp b/mp/src/game/shared/movevars_shared.cpp index 834d341d..dd402929 100644 --- a/mp/src/game/shared/movevars_shared.cpp +++ b/mp/src/game/shared/movevars_shared.cpp @@ -60,9 +60,9 @@ ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FC #if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_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 @@ -84,9 +84,9 @@ ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCV #if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //need these too 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 ) || defined( SArena_DLL ) //need these too ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Bounce multiplier for when physically simulated objects collide with other objects." ); @@ -94,13 +94,13 @@ ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED, "Maximum spee 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" );