diff --git a/.gitignore b/.gitignore index d9f11aeb..5d812125 100644 --- a/.gitignore +++ b/.gitignore @@ -18,8 +18,13 @@ ipch *.opensdf *.idb *.vcxproj -#*.sln +*.sln +*.lib + +# Visual studio config dirs .vs/* +mp/src/.vs/* +sp/src/.vs/* # OSX/Linux build products *.mak @@ -59,70 +64,18 @@ sp/game/mod_hl2/cfg/server_blacklist.txt *.cache *.pdb *.db -sp/src/lib/public/mathlib.lib -sp/src/lib/public/raytrace.lib -sp/src/lib/public/tier1.lib -sp/src/lib/public/vgui_controls.lib -sp/src/lib/public/mathlib.lib -sp/src/lib/public/raytrace.lib -sp/src/lib/public/tier1.lib -sp/src/lib/public/vgui_controls.lib -.vs/slnx.sqlite -.vs/sourcearena/v16/Browse.VC.opendb -.vs/VSWorkspaceState.json sp/game/mod_hl2/GameState.txt sp/game/mod_hl2/maps/graphs/sdk_vehicles.ain sp/game/mod_hl2/stats.txt sp/game/mod_hl2/voice_ban.dt -sp/src/game/client/client_episodic.vcxproj.filters -sp/src/game/client/client_episodic.vcxproj.vpc_crc -sp/src/game/client/client_episodic.vpc.sentinel -sp/src/game/client/client_hl2.vcxproj.filters -sp/src/game/client/client_hl2.vcxproj.vpc_crc -sp/src/game/client/client_hl2.vpc.sentinel -sp/src/game/server/server_episodic.vcxproj.filters -sp/src/game/server/server_episodic.vcxproj.vpc_crc -sp/src/game/server/server_episodic.vpc.sentinel -sp/src/game/server/server_hl2.vcxproj.filters -sp/src/game/server/server_hl2.vcxproj.vpc_crc -sp/src/game/server/server_hl2.vpc.sentinel -sp/src/lib/public/mathlib.lib -sp/src/lib/public/raytrace.lib -sp/src/lib/public/tier1.lib -sp/src/lib/public/vgui_controls.lib -sp/src/mathlib/mathlib.vcxproj.filters -sp/src/mathlib/mathlib.vcxproj.vpc_crc -sp/src/mathlib/mathlib.vpc.sentinel -sp/src/raytrace/raytrace.vcxproj.filters -sp/src/raytrace/raytrace.vcxproj.vpc_crc -sp/src/raytrace/raytrace.vpc.sentinel -sp/src/tier1/tier1.vcxproj.filters -sp/src/tier1/tier1.vcxproj.vpc_crc -sp/src/tier1/tier1.vpc.sentinel -sp/src/vgui2/vgui_controls/vgui_controls.vcxproj.filters -sp/src/vgui2/vgui_controls/vgui_controls.vcxproj.vpc_crc -sp/src/vgui2/vgui_controls/vgui_controls.vpc.sentinel + + +*.vcxproj.FileListAbsolute.txt +*.vpc_crc +*.sentinel +*.filters *.lib -*.lib -*.lib -sp/src/lib/public/mathlib.lib -sp/src/lib/public/raytrace.lib -sp/src/lib/public/tier1.lib -sp/src/lib/public/vgui_controls.lib #game directories sp/game/* mp/game/* -*.vpc_crc -*.filters -mp/src/game/server/server_hl2mp.vpc.sentinel -mp/src/game/client/client_hl2mp.vpc.sentinel -mp/src/.vs/games/v16/Browse.VC.opendb -mp/src/vgui2/vgui_controls/vgui_controls.vpc.sentinel -mp/src/tier1/tier1.vpc.sentinel -mp/src/raytrace/raytrace.vpc.sentinel -mp/src/mathlib/mathlib.vpc.sentinel -mp/src/lib/public/vgui_controls.lib -mp/src/lib/public/tier1.lib -mp/src/lib/public/raytrace.lib -mp/src/lib/public/mathlib.lib diff --git a/mp/src/game/shared/gamemovement.cpp b/mp/src/game/shared/gamemovement.cpp index 94ba0912..abdd4552 100644 --- a/mp/src/game/shared/gamemovement.cpp +++ b/mp/src/game/shared/gamemovement.cpp @@ -36,6 +36,14 @@ extern IFileSystem *filesystem; #endif +#ifndef SA_MOVEMENT + #define SA_MOVEMENT +#endif +ConVar sa_sv_pogostick("sv_pogostick", "0", FCVAR_REPLICATED, "queue jumps", 1, 0, 1, 1); +ConVar sa_sv_queuejump("sv_queuejump", "1", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1); + + + // tickcount currently isn't set during prediction, although gpGlobals->curtime and // gpGlobals->frametime are. We should probably set tickcount (to player->m_nTickBase), // but we're REALLY close to shipping, so we can change that later and people can use @@ -62,7 +70,7 @@ ConVar debug_latch_reset_onduck( "debug_latch_reset_onduck", "1", FCVAR_CHEAT ); #endif // [MD] I'll remove this eventually. For now, I want the ability to A/B the optimizations. -bool g_bMovementOptimizations = true; +bool g_bMovementOptimizations = false; //switched to false to fix prediction errors // Roughly how often we want to update the info about the ground surface we're on. // We don't need to do this very often. @@ -1199,6 +1207,14 @@ void CGameMovement::FinishTrackPredictionErrors( CBasePlayer *pPlayer ) //----------------------------------------------------------------------------- void CGameMovement::FinishMove( void ) { + ConVar* pPogoStick = cvar->FindVar("sv_pogostick"); + ConVar* pQueueJump = cvar->FindVar("sv_queuejump"); + if (!(mv->m_nButtons & IN_JUMP) && pQueueJump->GetInt() == 1) { + mv->m_bRejumpAllowed = true; + } + else if (pPogoStick->GetInt() == 1) { + mv->m_bRejumpAllowed = true; + } mv->m_nOldButtons = mv->m_nButtons; } @@ -1893,6 +1909,12 @@ ConVar cl_camtilt_enabled("cl_camtilt_enabled", "1", 0, "Oscillation Toggle", tr 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); +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"); + + //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- @@ -2087,7 +2109,8 @@ void CGameMovement::FullWalkMove( ) // If we are on ground, no downward velocity. if ( player->GetGroundEntity() != NULL ) { - mv->m_vecVelocity[2] = 0; + mv->m_vecVelocity[2] = 0; + mv->m_bRejumpAllowed = true; } } else @@ -2368,6 +2391,9 @@ ConVar sa_sv_queuejump("sv_queuejump", "1", FCVAR_REPLICATED, "auto bunny hoppin //----------------------------------------------------------------------------- bool CGameMovement::CheckJumpButton( void ) { + ConVar* pPogoStick = cvar->FindVar("sv_pogostick"); + ConVar* pQueueJump = cvar->FindVar("sv_queuejump"); + if (player->pl.deadflag) { mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released @@ -2381,13 +2407,13 @@ bool CGameMovement::CheckJumpButton( void ) player->m_flWaterJumpTime -= gpGlobals->frametime; if (player->m_flWaterJumpTime < 0) player->m_flWaterJumpTime = 0; - + return false; } // If we are in the water most of the way... if ( player->GetWaterLevel() >= 2 ) - { + { // swimming, not jumping SetGroundEntity( NULL ); @@ -2395,7 +2421,7 @@ bool CGameMovement::CheckJumpButton( void ) mv->m_vecVelocity[2] = 100; else if (player->GetWaterType() == CONTENTS_SLIME) mv->m_vecVelocity[2] = 80; - + // play swiming sound if ( player->m_flSwimSoundTime <= 0 ) { @@ -2408,11 +2434,13 @@ bool CGameMovement::CheckJumpButton( void ) } // No more effect - if (player->GetGroundEntity() == NULL) + if (player->GetGroundEntity() == NULL) { - mv->m_nOldButtons |= IN_JUMP; + //Removed because we don't want the jump button to become 'unpressed' + // mv->m_nOldButtons |= IN_JUMP; return false; // in air, so no effect } + DevMsg("Got past getGroundEntity() == NULL \n"); // Don't allow jumping when the player is in a stasis field. #ifndef HL2_EPISODIC @@ -2421,12 +2449,8 @@ bool CGameMovement::CheckJumpButton( void ) #endif - - //DO POGO STICK POGGERS - ConVar *pAutoJump = cvar->FindVar("sv_autojump"); - ConVar *pQueueJump = cvar->FindVar("sv_queuejump"); - //pressed jump and bot autojump and queuejump are disabled through console. - if ( mv->m_nOldButtons & IN_JUMP && pAutoJump->GetInt() == 0 && pQueueJump->GetInt() == 0) { + //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 @@ -2441,6 +2465,8 @@ bool CGameMovement::CheckJumpButton( void ) } + } + //DevMsg("Got past dont pogo \n"); // Cannot jump will in the unduck transition. //if ( player->m_Local.m_bDucking && ( player->GetFlags() & FL_DUCKING ) ) //return false; @@ -2450,27 +2476,34 @@ bool CGameMovement::CheckJumpButton( void ) //return false; + if (pPogoStick->GetInt() == 0) { + DevMsg("rejump disabled \n"); + mv->m_bRejumpAllowed = false; + } + + + + + // In the air now. - SetGroundEntity( NULL ); - + SetGroundEntity( NULL ); + player->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, 1.0, true ); - + MoveHelper()->PlayerSetAnimation( PLAYER_JUMP ); float flGroundFactor = 1.0f; if (player->m_pSurfaceData) { - flGroundFactor = player->m_pSurfaceData->game.jumpFactor; + flGroundFactor = player->m_pSurfaceData->game.jumpFactor; } float flMul; if ( g_bMovementOptimizations ) { -#if defined(HL2_DLL) || defined(HL2_CLIENT_DLL) - //Assert( GetCurrentGravity() == 600.0f ); - //flMul = 160.0f; // approx. 21 units. - Assert( GetCurrentGravity() == 800.0f ); - flMul = 268.3281572999747f; +#if defined(HL2_DLL) &!defined(SArena_DLL) || defined(HL2_CLIENT_DLL) &!defined(SArena_DLL) + Assert( GetCurrentGravity() == 600.0f ); + flMul = 160.0f; // approx. 21 units. #else Assert( GetCurrentGravity() == 800.0f ); flMul = 268.3281572999747f; @@ -2479,7 +2512,10 @@ bool CGameMovement::CheckJumpButton( void ) } else { - flMul = sqrt(2 * GetCurrentGravity() * GAMEMOVEMENT_JUMP_HEIGHT); + //flMul = sqrt(2 * GetCurrentGravity() * GAMEMOVEMENT_JUMP_HEIGHT); + //We need these + Assert(GetCurrentGravity() == 800.0f); + flMul = 268.3281572999747f; } // Acclerate upward @@ -2502,14 +2538,14 @@ bool CGameMovement::CheckJumpButton( void ) // Add a little forward velocity based on your current forward velocity - if you are not sprinting. #if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) - if ( gpGlobals->maxClients == 1 ) - { + //if ( gpGlobals->maxClients == 1 ) + //{ CHLMoveData *pMoveData = ( CHLMoveData* )mv; Vector vecForward; AngleVectors( mv->m_vecViewAngles, &vecForward ); vecForward.z = 0; VectorNormalize( vecForward ); - + // We give a certain percentage of the current forward movement as a bonus to the jump speed. That bonus is clipped // to not accumulate over time. float flSpeedBoostPerc = ( !pMoveData->m_bIsSprinting && !player->m_Local.m_bDucked ) ? 0.5f : 0.1f; @@ -2520,7 +2556,7 @@ bool CGameMovement::CheckJumpButton( void ) // If we're over the maximum, we want to only boost as much as will get us to the goal speed if ( flNewSpeed > flMaxSpeed ) { - flSpeedAddition -= flNewSpeed - flMaxSpeed; + //flSpeedAddition -= flNewSpeed - flMaxSpeed; } if ( mv->m_flForwardMove < 0.0f ) @@ -2528,7 +2564,7 @@ bool CGameMovement::CheckJumpButton( void ) // Add it on VectorAdd( (vecForward*flSpeedAddition), mv->m_vecVelocity, mv->m_vecVelocity ); - } + //} #endif FinishGravity(); @@ -2559,9 +2595,13 @@ bool CGameMovement::CheckJumpButton( void ) } #endif - - // Flag that we jumped. - mv->m_nOldButtons |= IN_JUMP; // don't jump again until released + + //Commented out because idk why + else if (pPogoStick->GetInt() == 0 && pQueueJump->GetInt() == 1 && player->GetGroundEntity() != NULL) { + // Flag that we jumped. + mv->m_nOldButtons |= IN_JUMP; // don't jump again until released + } + return true; } @@ -2876,7 +2916,7 @@ inline bool CGameMovement::OnLadder( trace_t &trace ) // HPE_BEGIN // [sbodenbender] make ladders easier to climb in cstrike //============================================================================= -//#if defined (CSTRIKE_DLL) +#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 @@ -3013,7 +3053,7 @@ bool CGameMovement::LadderMove( void ) // HPE_BEGIN // [sbodenbender] make ladders easier to climb in cstrike //============================================================================= -//#if defined (CSTRIKE_DLL) +#if defined (CSTRIKE_DLL) || defined( SArena_DLL ) // break lateral into direction along tmp (up the ladder) and direction along perp (perpendicular to ladder) float tmpDist = DotProduct ( tmp, lateral ); float perpDist = DotProduct ( perp, lateral ); diff --git a/mp/src/game/shared/igamemovement.h b/mp/src/game/shared/igamemovement.h index ae248397..a414727c 100644 --- a/mp/src/game/shared/igamemovement.h +++ b/mp/src/game/shared/igamemovement.h @@ -40,6 +40,7 @@ class CMoveData public: bool m_bFirstRunOfFunctions : 1; bool m_bGameCodeMovedPlayer : 1; + bool m_bRejumpAllowed = 1; //keeping track of allowed jump status SA EntityHandle_t m_nPlayerHandle; // edict index on server, client entity handle on client diff --git a/mp/src/game/shared/movevars_shared.cpp b/mp/src/game/shared/movevars_shared.cpp index 0c95f1a3..834d341d 100644 --- a/mp/src/game/shared/movevars_shared.cpp +++ b/mp/src/game/shared/movevars_shared.cpp @@ -16,8 +16,8 @@ #include "tier0/memdbgon.h" // some cvars used by player movement system -#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) -#define DEFAULT_GRAVITY_STRING "800" +#if defined( HL2_DLL ) &! defined( SArena_DLL ) || defined( HL2_CLIENT_DLL ) &! defined( SArena_DLL ) +#define DEFAULT_GRAVITY_STRING "600" #else #define DEFAULT_GRAVITY_STRING "800" #endif @@ -36,7 +36,7 @@ float GetCurrentGravity( void ) ConVar sv_gravity ( "sv_gravity", DEFAULT_GRAVITY_STRING, FCVAR_NOTIFY | FCVAR_REPLICATED, "World gravity." ); -#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) +#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) ConVar sv_stopspeed ( "sv_stopspeed","100", FCVAR_NOTIFY | FCVAR_REPLICATED, "Minimum stopping speed when on ground." ); #else ConVar sv_stopspeed ( "sv_stopspeed","100", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Minimum stopping speed when on ground." ); @@ -48,7 +48,7 @@ ConVar sv_specaccelerate( "sv_specaccelerate", "5", FCVAR_NOTIFY | FCVAR_ARCHIVE ConVar sv_specspeed ( "sv_specspeed", "3", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED); ConVar sv_specnoclip ( "sv_specnoclip", "1", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED); -#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) +#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED); #else ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY); @@ -58,7 +58,7 @@ 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 ) || 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); @@ -66,29 +66,29 @@ ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FC #endif//_XBOX -//#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) -ConVar sv_airaccelerate( "sv_airaccelerate", "100", FCVAR_NOTIFY | FCVAR_REPLICATED); +#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //we need these to not be hidden +ConVar sv_airaccelerate( "sv_airaccelerate", "10", 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 ) || 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 -//#if defined( CSTRIKE_DLL ) || defined( HL1MP_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." ); 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 );