Compare commits

33 Commits

Author SHA1 Message Date
bc62e99e62 removed duplicate entry from gitignore 2020-02-22 10:20:26 +01:00
80f130a34c changed maxvalue for fov_desired to 140 2020-02-22 10:17:55 +01:00
3d6ef7d47a uncheatified "fov" 2020-02-22 10:03:10 +01:00
6a07992e34 default viewmodel_fov 68 2020-02-22 09:41:40 +01:00
9917083884 default airaccel 100 2020-02-22 09:41:13 +01:00
6406952e7e default fov 100 2020-02-22 09:40:09 +01:00
671e1b6e0a max fov 140 2020-02-22 09:38:22 +01:00
3ada3a07f0 default pogostick to 1 until queuejump is fixed 2020-02-22 09:37:40 +01:00
689cce8da4 fixed problems caused by incorrect merge 2020-02-22 08:59:29 +01:00
a2faa57760 Merge branch 'dev' of https://github.com/Hion-V/sourcearena into dev 2020-02-21 07:02:26 +01:00
b11cb714d6 Merge branch 'movement' into dev 2020-02-21 00:58:54 +01:00
13f49b388b fucked around with abh code 2020-02-21 00:41:09 +01:00
f82a446c00 fixed merge conflict 2020-01-25 20:46:19 +01:00
3404d7f306 implemented main SA movement features and defcheck 2020-01-25 20:42:16 +01:00
3b0319d009 added bool for keping tack of queuejump status 2020-01-25 20:25:48 +01:00
efc6c32c33 updated gitignore 2020-01-25 20:23:11 +01:00
4dcea96189 updated gitignore 2020-01-25 20:22:03 +01:00
a6fb0e805d updated gitignore 2020-01-25 20:21:35 +01:00
aedc714659 Update .gitignore 2020-01-24 10:00:07 +01:00
bcf509c5df Fixed prediction errors
https://steamcommunity.com/app/211/discussions/1/1743343017631727486/
2019-08-28 03:32:34 +02:00
22b3d26c0b support cl_righthand 2019-08-13 07:52:53 +02:00
cb00ff4ff5 Ladders! 2019-08-13 07:03:26 +02:00
e11373acbb disabled fall damage 2019-08-13 06:59:33 +02:00
380112a25f imported movevars from old SA 2019-08-13 06:50:19 +02:00
443c2483b0 Updated solution and gitignore 2019-08-13 06:40:38 +02:00
e4352e849f imported multiplayer gamemovement from old SA 2019-08-13 06:32:23 +02:00
94b17cc130 created multiplayer solution 2019-08-13 06:29:34 +02:00
4364cb87e7 gitignore 2019-08-13 06:24:49 +02:00
4395aa7480 added game directories to gitignore 2019-08-13 06:23:19 +02:00
7365158cee Added .vs folder to gitignore 2019-08-13 06:19:20 +02:00
564fe3af56 Update .gitignore 2019-08-13 06:02:15 +02:00
d32393955b Autojump 2019-08-13 06:01:19 +02:00
2eb7b264ba Updated gitignore and added solution 2019-08-13 06:01:09 +02:00
17 changed files with 442 additions and 182 deletions

24
.gitignore vendored
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@@ -19,6 +19,12 @@ ipch
*.idb
*.vcxproj
*.sln
*.lib
# Visual studio config dirs
.vs/*
mp/src/.vs/*
sp/src/.vs/*
# OSX/Linux build products
*.mak
@@ -54,3 +60,21 @@ config.cfg
# shader files
*.tmp
sp/game/mod_hl2/cfg/server_blacklist.txt
*.cache
*.pdb
*.db
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
*.vcxproj.FileListAbsolute.txt
*.vpc_crc
*.sentinel
*.filters
#game directories
sp/game/*
mp/game/*

3
.vs/ProjectSettings.json Normal file
View File

@@ -0,0 +1,3 @@
{
"CurrentProjectSetting": "No Configurations"
}

View File

@@ -19,7 +19,7 @@
#include <KeyValues.h>
#include "hltvcamera.h"
#ifdef TF_CLIENT_DLL
#include "tf_weaponbase.h"
#include "tf_weaponbase.h"
#endif
#if defined( REPLAY_ENABLED )
@@ -35,39 +35,39 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef CSTRIKE_DLL
ConVar cl_righthand( "cl_righthand", "1", FCVAR_ARCHIVE, "Use right-handed view models." );
#endif
//#ifdef CSTRIKE_DLL
ConVar cl_righthand("cl_righthand", "1", FCVAR_ARCHIVE, "Use right-handed view models.");
//#endif
#ifdef TF_CLIENT_DLL
ConVar cl_flipviewmodels( "cl_flipviewmodels", "0", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Flip view models." );
ConVar cl_flipviewmodels("cl_flipviewmodels", "0", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Flip view models.");
#endif
void PostToolMessage( HTOOLHANDLE hEntity, KeyValues *msg );
void PostToolMessage(HTOOLHANDLE hEntity, KeyValues* msg);
void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
void FormatViewModelAttachment(Vector& vOrigin, bool bInverse)
{
// Presumably, SetUpView has been called so we know our FOV and render origin.
const CViewSetup *pViewSetup = view->GetPlayerViewSetup();
const CViewSetup* pViewSetup = view->GetPlayerViewSetup();
float worldx = tan( pViewSetup->fov * M_PI/360.0 );
float viewx = tan( pViewSetup->fovViewmodel * M_PI/360.0 );
float worldx = tan(pViewSetup->fov * M_PI / 360.0);
float viewx = tan(pViewSetup->fovViewmodel * M_PI / 360.0);
// aspect ratio cancels out, so only need one factor
// the difference between the screen coordinates of the 2 systems is the ratio
// of the coefficients of the projection matrices (tan (fov/2) is that coefficient)
// NOTE: viewx was coming in as 0 when folks set their viewmodel_fov to 0 and show their weapon.
float factorX = viewx ? ( worldx / viewx ) : 0.0f;
float factorX = viewx ? (worldx / viewx) : 0.0f;
float factorY = factorX;
// Get the coordinates in the viewer's space.
Vector tmp = vOrigin - pViewSetup->origin;
Vector vTransformed( MainViewRight().Dot( tmp ), MainViewUp().Dot( tmp ), MainViewForward().Dot( tmp ) );
Vector vTransformed(MainViewRight().Dot(tmp), MainViewUp().Dot(tmp), MainViewForward().Dot(tmp));
// Now squash X and Y.
if ( bInverse )
if (bInverse)
{
if ( factorX != 0 && factorY != 0 )
if (factorX != 0 && factorY != 0)
{
vTransformed.x /= factorX;
vTransformed.y /= factorY;
@@ -92,12 +92,12 @@ void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
}
void C_BaseViewModel::FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld )
void C_BaseViewModel::FormatViewModelAttachment(int nAttachment, matrix3x4_t& attachmentToWorld)
{
Vector vecOrigin;
MatrixPosition( attachmentToWorld, vecOrigin );
::FormatViewModelAttachment( vecOrigin, false );
PositionMatrix( vecOrigin, attachmentToWorld );
MatrixPosition(attachmentToWorld, vecOrigin);
::FormatViewModelAttachment(vecOrigin, false);
PositionMatrix(vecOrigin, attachmentToWorld);
}
@@ -106,110 +106,110 @@ bool C_BaseViewModel::IsViewModel() const
return true;
}
void C_BaseViewModel::UncorrectViewModelAttachment( Vector &vOrigin )
void C_BaseViewModel::UncorrectViewModelAttachment(Vector& vOrigin)
{
// Unformat the attachment.
::FormatViewModelAttachment( vOrigin, true );
::FormatViewModelAttachment(vOrigin, true);
}
//-----------------------------------------------------------------------------
// Purpose
//-----------------------------------------------------------------------------
void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
void C_BaseViewModel::FireEvent(const Vector& origin, const QAngle& angles, int event, const char* options)
{
// We override sound requests so that we can play them locally on the owning player
if ( ( event == AE_CL_PLAYSOUND ) || ( event == CL_EVENT_SOUND ) )
if ((event == AE_CL_PLAYSOUND) || (event == CL_EVENT_SOUND))
{
// Only do this if we're owned by someone
if ( GetOwner() != NULL )
if (GetOwner() != NULL)
{
CLocalPlayerFilter filter;
EmitSound( filter, GetOwner()->GetSoundSourceIndex(), options, &GetAbsOrigin() );
EmitSound(filter, GetOwner()->GetSoundSourceIndex(), options, &GetAbsOrigin());
return;
}
}
// Otherwise pass the event to our associated weapon
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
C_BaseCombatWeapon* pWeapon = GetActiveWeapon();
if (pWeapon)
{
// NVNT notify the haptics system of our viewmodel's event
if ( haptics )
haptics->ProcessHapticEvent(4,"Weapons",pWeapon->GetName(),"AnimationEvents",VarArgs("%i",event));
if (haptics)
haptics->ProcessHapticEvent(4, "Weapons", pWeapon->GetName(), "AnimationEvents", VarArgs("%i", event));
bool bResult = pWeapon->OnFireEvent( this, origin, angles, event, options );
if ( !bResult )
bool bResult = pWeapon->OnFireEvent(this, origin, angles, event, options);
if (!bResult)
{
BaseClass::FireEvent( origin, angles, event, options );
BaseClass::FireEvent(origin, angles, event, options);
}
}
}
bool C_BaseViewModel::Interpolate( float currentTime )
bool C_BaseViewModel::Interpolate(float currentTime)
{
CStudioHdr *pStudioHdr = GetModelPtr();
CStudioHdr* pStudioHdr = GetModelPtr();
// Make sure we reset our animation information if we've switch sequences
UpdateAnimationParity();
bool bret = BaseClass::Interpolate( currentTime );
bool bret = BaseClass::Interpolate(currentTime);
// Hack to extrapolate cycle counter for view model
float elapsed_time = currentTime - m_flAnimTime;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
// Predicted viewmodels have fixed up interval
if ( GetPredictable() || IsClientCreated() )
if (GetPredictable() || IsClientCreated())
{
Assert( pPlayer );
Assert(pPlayer);
float curtime = pPlayer ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
elapsed_time = curtime - m_flAnimTime;
// Adjust for interpolated partial frame
if ( !engine->IsPaused() )
if (!engine->IsPaused())
{
elapsed_time += ( gpGlobals->interpolation_amount * TICK_INTERVAL );
elapsed_time += (gpGlobals->interpolation_amount * TICK_INTERVAL);
}
}
// Prediction errors?
if ( elapsed_time < 0 )
if (elapsed_time < 0)
{
elapsed_time = 0;
}
float dt = elapsed_time * GetSequenceCycleRate( pStudioHdr, GetSequence() ) * GetPlaybackRate();
if ( dt >= 1.0f )
float dt = elapsed_time * GetSequenceCycleRate(pStudioHdr, GetSequence()) * GetPlaybackRate();
if (dt >= 1.0f)
{
if ( !IsSequenceLooping( GetSequence() ) )
if (!IsSequenceLooping(GetSequence()))
{
dt = 0.999f;
}
else
{
dt = fmod( dt, 1.0f );
dt = fmod(dt, 1.0f);
}
}
SetCycle( dt );
SetCycle(dt);
return bret;
}
bool C_BaseViewModel::ShouldFlipViewModel()
{
#ifdef CSTRIKE_DLL
//#ifdef CSTRIKE_DLL
// If cl_righthand is set, then we want them all right-handed.
CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
if ( pWeapon )
CBaseCombatWeapon* pWeapon = m_hWeapon.Get();
if (pWeapon)
{
const FileWeaponInfo_t *pInfo = &pWeapon->GetWpnData();
const FileWeaponInfo_t* pInfo = &pWeapon->GetWpnData();
return pInfo->m_bAllowFlipping && pInfo->m_bBuiltRightHanded != cl_righthand.GetBool();
}
#endif
//#endif
#ifdef TF_CLIENT_DLL
CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
if ( pWeapon )
CBaseCombatWeapon* pWeapon = m_hWeapon.Get();
if (pWeapon)
{
return pWeapon->m_bFlipViewModel != cl_flipviewmodels.GetBool();
}
@@ -219,21 +219,21 @@ bool C_BaseViewModel::ShouldFlipViewModel()
}
void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
void C_BaseViewModel::ApplyBoneMatrixTransform(matrix3x4_t& transform)
{
if ( ShouldFlipViewModel() )
if (ShouldFlipViewModel())
{
matrix3x4_t viewMatrix, viewMatrixInverse;
// We could get MATERIAL_VIEW here, but this is called sometimes before the renderer
// has set that matrix. Luckily, this is called AFTER the CViewSetup has been initialized.
const CViewSetup *pSetup = view->GetPlayerViewSetup();
AngleMatrix( pSetup->angles, pSetup->origin, viewMatrixInverse );
MatrixInvert( viewMatrixInverse, viewMatrix );
const CViewSetup* pSetup = view->GetPlayerViewSetup();
AngleMatrix(pSetup->angles, pSetup->origin, viewMatrixInverse);
MatrixInvert(viewMatrixInverse, viewMatrix);
// Transform into view space.
matrix3x4_t temp, temp2;
ConcatTransforms( viewMatrix, transform, temp );
ConcatTransforms(viewMatrix, transform, temp);
// Flip it along X.
@@ -250,7 +250,7 @@ void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
temp[1][3] = -temp[1][3];
// Transform back out of view space.
ConcatTransforms( viewMatrixInverse, temp, transform );
ConcatTransforms(viewMatrixInverse, temp, transform);
}
}
@@ -259,16 +259,16 @@ void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
//-----------------------------------------------------------------------------
bool C_BaseViewModel::ShouldDraw()
{
if ( engine->IsHLTV() )
if (engine->IsHLTV())
{
return ( HLTVCamera()->GetMode() == OBS_MODE_IN_EYE &&
HLTVCamera()->GetPrimaryTarget() == GetOwner() );
return (HLTVCamera()->GetMode() == OBS_MODE_IN_EYE &&
HLTVCamera()->GetPrimaryTarget() == GetOwner());
}
#if defined( REPLAY_ENABLED )
else if ( g_pEngineClientReplay->IsPlayingReplayDemo() )
else if (g_pEngineClientReplay->IsPlayingReplayDemo())
{
return ( ReplayCamera()->GetMode() == OBS_MODE_IN_EYE &&
ReplayCamera()->GetPrimaryTarget() == GetOwner() );
return (ReplayCamera()->GetMode() == OBS_MODE_IN_EYE &&
ReplayCamera()->GetPrimaryTarget() == GetOwner());
}
#endif
else
@@ -281,66 +281,66 @@ bool C_BaseViewModel::ShouldDraw()
// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
// by this player, otherwise draw the worldmodel.
//-----------------------------------------------------------------------------
int C_BaseViewModel::DrawModel( int flags )
int C_BaseViewModel::DrawModel(int flags)
{
if ( !m_bReadyToDraw )
if (!m_bReadyToDraw)
return 0;
if ( flags & STUDIO_RENDER )
if (flags & STUDIO_RENDER)
{
// Determine blending amount and tell engine
float blend = (float)( GetFxBlend() / 255.0f );
float blend = (float)(GetFxBlend() / 255.0f);
// Totally gone
if ( blend <= 0.0f )
if (blend <= 0.0f)
return 0;
// Tell engine
render->SetBlend( blend );
render->SetBlend(blend);
float color[3];
GetColorModulation( color );
render->SetColorModulation( color );
GetColorModulation(color);
render->SetColorModulation(color);
}
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatWeapon* pWeapon = GetOwningWeapon();
int ret;
// If the local player's overriding the viewmodel rendering, let him do it
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
if (pPlayer && pPlayer->IsOverridingViewmodel())
{
ret = pPlayer->DrawOverriddenViewmodel( this, flags );
ret = pPlayer->DrawOverriddenViewmodel(this, flags);
}
else if ( pWeapon && pWeapon->IsOverridingViewmodel() )
else if (pWeapon && pWeapon->IsOverridingViewmodel())
{
ret = pWeapon->DrawOverriddenViewmodel( this, flags );
ret = pWeapon->DrawOverriddenViewmodel(this, flags);
}
else
{
ret = BaseClass::DrawModel( flags );
ret = BaseClass::DrawModel(flags);
}
// Now that we've rendered, reset the animation restart flag
if ( flags & STUDIO_RENDER )
if (flags & STUDIO_RENDER)
{
if ( m_nOldAnimationParity != m_nAnimationParity )
if (m_nOldAnimationParity != m_nAnimationParity)
{
m_nOldAnimationParity = m_nAnimationParity;
}
// Tell the weapon itself that we've rendered, in case it wants to do something
if ( pWeapon )
if (pWeapon)
{
pWeapon->ViewModelDrawn( this );
pWeapon->ViewModelDrawn(this);
}
}
#ifdef TF_CLIENT_DLL
CTFWeaponBase* pTFWeapon = dynamic_cast<CTFWeaponBase*>( pWeapon );
if ( ( flags & STUDIO_RENDER ) && pTFWeapon && pTFWeapon->m_viewmodelStatTrakAddon )
CTFWeaponBase* pTFWeapon = dynamic_cast<CTFWeaponBase*>(pWeapon);
if ((flags & STUDIO_RENDER) && pTFWeapon && pTFWeapon->m_viewmodelStatTrakAddon)
{
pTFWeapon->m_viewmodelStatTrakAddon->RemoveEffects( EF_NODRAW );
pTFWeapon->m_viewmodelStatTrakAddon->DrawModel( flags );
pTFWeapon->m_viewmodelStatTrakAddon->AddEffects( EF_NODRAW );
pTFWeapon->m_viewmodelStatTrakAddon->RemoveEffects(EF_NODRAW);
pTFWeapon->m_viewmodelStatTrakAddon->DrawModel(flags);
pTFWeapon->m_viewmodelStatTrakAddon->AddEffects(EF_NODRAW);
}
#endif
@@ -350,15 +350,15 @@ int C_BaseViewModel::DrawModel( int flags )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_BaseViewModel::InternalDrawModel( int flags )
int C_BaseViewModel::InternalDrawModel(int flags)
{
CMatRenderContextPtr pRenderContext( materials );
if ( ShouldFlipViewModel() )
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
CMatRenderContextPtr pRenderContext(materials);
if (ShouldFlipViewModel())
pRenderContext->CullMode(MATERIAL_CULLMODE_CW);
int ret = BaseClass::InternalDrawModel( flags );
int ret = BaseClass::InternalDrawModel(flags);
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
pRenderContext->CullMode(MATERIAL_CULLMODE_CCW);
return ret;
}
@@ -366,27 +366,27 @@ int C_BaseViewModel::InternalDrawModel( int flags )
//-----------------------------------------------------------------------------
// Purpose: Called by the player when the player's overriding the viewmodel drawing. Avoids infinite recursion.
//-----------------------------------------------------------------------------
int C_BaseViewModel::DrawOverriddenViewmodel( int flags )
int C_BaseViewModel::DrawOverriddenViewmodel(int flags)
{
return BaseClass::DrawModel( flags );
return BaseClass::DrawModel(flags);
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int C_BaseViewModel::GetFxBlend( void )
int C_BaseViewModel::GetFxBlend(void)
{
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer && pPlayer->IsOverridingViewmodel())
{
pPlayer->ComputeFxBlend();
return pPlayer->GetFxBlend();
}
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
C_BaseCombatWeapon* pWeapon = GetOwningWeapon();
if (pWeapon && pWeapon->IsOverridingViewmodel())
{
pWeapon->ComputeFxBlend();
return pWeapon->GetFxBlend();
@@ -399,17 +399,17 @@ int C_BaseViewModel::GetFxBlend( void )
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BaseViewModel::IsTransparent( void )
bool C_BaseViewModel::IsTransparent(void)
{
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer && pPlayer->IsOverridingViewmodel())
{
return pPlayer->ViewModel_IsTransparent();
}
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
C_BaseCombatWeapon* pWeapon = GetOwningWeapon();
if (pWeapon && pWeapon->IsOverridingViewmodel())
return pWeapon->ViewModel_IsTransparent();
return BaseClass::IsTransparent();
@@ -418,17 +418,17 @@ bool C_BaseViewModel::IsTransparent( void )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseViewModel::UsesPowerOfTwoFrameBufferTexture( void )
bool C_BaseViewModel::UsesPowerOfTwoFrameBufferTexture(void)
{
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer && pPlayer->IsOverridingViewmodel())
{
return pPlayer->ViewModel_IsUsingFBTexture();
}
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
C_BaseCombatWeapon* pWeapon = GetOwningWeapon();
if (pWeapon && pWeapon->IsOverridingViewmodel())
{
return pWeapon->ViewModel_IsUsingFBTexture();
}
@@ -439,20 +439,20 @@ bool C_BaseViewModel::UsesPowerOfTwoFrameBufferTexture( void )
//-----------------------------------------------------------------------------
// Purpose: If the animation parity of the weapon has changed, we reset cycle to avoid popping
//-----------------------------------------------------------------------------
void C_BaseViewModel::UpdateAnimationParity( void )
void C_BaseViewModel::UpdateAnimationParity(void)
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
// If we're predicting, then we don't use animation parity because we change the animations on the clientside
// while predicting. When not predicting, only the server changes the animations, so a parity mismatch
// tells us if we need to reset the animation.
if ( m_nOldAnimationParity != m_nAnimationParity && !GetPredictable() )
if (m_nOldAnimationParity != m_nAnimationParity && !GetPredictable())
{
float curtime = (pPlayer && IsIntermediateDataAllocated()) ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
// FIXME: this is bad
// Simulate a networked m_flAnimTime and m_flCycle
// FIXME: Do we need the magic 0.1?
SetCycle( 0.0f ); // GetSequenceCycleRate( GetSequence() ) * 0.1;
SetCycle(0.0f); // GetSequenceCycleRate( GetSequence() ) * 0.1;
m_flAnimTime = curtime;
}
}
@@ -461,26 +461,26 @@ void C_BaseViewModel::UpdateAnimationParity( void )
// Purpose: Update global map state based on data received
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_BaseViewModel::OnDataChanged( DataUpdateType_t updateType )
void C_BaseViewModel::OnDataChanged(DataUpdateType_t updateType)
{
SetPredictionEligible( true );
SetPredictionEligible(true);
BaseClass::OnDataChanged(updateType);
}
void C_BaseViewModel::PostDataUpdate( DataUpdateType_t updateType )
void C_BaseViewModel::PostDataUpdate(DataUpdateType_t updateType)
{
BaseClass::PostDataUpdate(updateType);
OnLatchInterpolatedVariables( LATCH_ANIMATION_VAR );
OnLatchInterpolatedVariables(LATCH_ANIMATION_VAR);
}
//-----------------------------------------------------------------------------
// Purpose: Add entity to visible view models list
//-----------------------------------------------------------------------------
void C_BaseViewModel::AddEntity( void )
void C_BaseViewModel::AddEntity(void)
{
// Server says don't interpolate this frame, so set previous info to new info.
if ( IsNoInterpolationFrame() )
if (IsNoInterpolationFrame())
{
ResetLatched();
}
@@ -491,13 +491,13 @@ void C_BaseViewModel::AddEntity( void )
//-----------------------------------------------------------------------------
void C_BaseViewModel::GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS])
{
BaseClass::GetBoneControllers( controllers );
BaseClass::GetBoneControllers(controllers);
// Tell the weapon itself that we've rendered, in case it wants to do something
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
C_BaseCombatWeapon* pWeapon = GetActiveWeapon();
if (pWeapon)
{
pWeapon->GetViewmodelBoneControllers( this, controllers );
pWeapon->GetViewmodelBoneControllers(this, controllers);
}
}

View File

@@ -19,7 +19,7 @@
extern bool g_bRollingCredits;
ConVar fov_desired( "fov_desired", "75", FCVAR_ARCHIVE | FCVAR_USERINFO, "Sets the base field-of-view.", true, 75.0, true, 90.0 );
ConVar fov_desired( "fov_desired", "75", FCVAR_ARCHIVE | FCVAR_USERINFO, "Sets the base field-of-view.", true, 75.0, true, 140.0 );
//-----------------------------------------------------------------------------
// Globals

View File

@@ -112,7 +112,7 @@ static ConVar v_centerspeed( "v_centerspeed","500" );
// and motions look the most natural.
ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_ARCHIVE, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
#else
ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_CHEAT, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
ConVar v_viewmodel_fov( "viewmodel_fov", "68", FCVAR_ARCHIVE, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
#endif
ConVar mat_viewportscale( "mat_viewportscale", "1.0", FCVAR_ARCHIVE, "Scale down the main viewport (to reduce GPU impact on CPU profiling)", true, (1.0f / 640.0f), true, 1.0f );
ConVar mat_viewportupscale( "mat_viewportupscale", "1", FCVAR_ARCHIVE, "Scale the viewport back up" );
@@ -1125,11 +1125,13 @@ void CViewRender::Render( vrect_t *rect )
static ConVarRef sv_restrict_aspect_ratio_fov( "sv_restrict_aspect_ratio_fov" );
float aspectRatio = engine->GetScreenAspectRatio() * 0.75f; // / (4/3)
float limitedAspectRatio = aspectRatio;
if ( ( sv_restrict_aspect_ratio_fov.GetInt() > 0 && engine->IsWindowedMode() && gpGlobals->maxClients > 1 ) ||
sv_restrict_aspect_ratio_fov.GetInt() == 2 )
{
limitedAspectRatio = MIN( aspectRatio, 1.85f * 0.75f ); // cap out the FOV advantage at a 1.85:1 ratio (about the widest any legit user should be)
limitedAspectRatio = MIN( aspectRatio, 1.85f * 1.75f ); // cap out the FOV advantage at a 1.85:1 ratio (about the widest any legit user should be)
}
view.fov = ScaleFOVByWidthRatio( view.fov, limitedAspectRatio );

View File

@@ -900,10 +900,11 @@ CON_COMMAND( give, "Give item to player.\n\tArguments: <item_name>" )
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND( fov, "Change players FOV" )
CON_COMMAND( fov, "Change players FOV" ) //this is the "Fov" command
{
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
if ( pPlayer && sv_cheats->GetBool() )
//if ( pPlayer && sv_cheats->GetBool() )
if ( pPlayer )
{
if ( args.ArgC() > 1 )
{

View File

@@ -36,6 +36,14 @@ extern IFileSystem *filesystem;
#endif
#ifndef SA_MOVEMENT
#define SA_MOVEMENT
#endif
ConVar sa_sv_pogostick("sv_pogostick", "1", FCVAR_REPLICATED, "queue jumps", 1, 0, 1, 1);
ConVar sa_sv_queuejump("sv_queuejump", "0", 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;
}
@@ -1889,6 +1905,12 @@ 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");
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
@@ -1915,6 +1937,16 @@ void CGameMovement::WalkMove( void )
fmove = mv->m_flForwardMove;
smove = mv->m_flSideMove;
if (cl_camtilt_enabled.GetInt() == 1 && !engine->IsPaused())
{
float offset = 2 * cl_viewbob_timer.GetFloat() * player->GetAbsVelocity().Length() * cl_camtilt_scale.GetFloat() / 4000000 * smove;
QAngle playerAngles = mv->m_vecViewAngles;
QAngle camTilt(0, 0, offset);
QAngle resultAngles(playerAngles.x, playerAngles.y, playerAngles.z + camTilt.z);
player->ViewPunch(camTilt);
}
// Zero out z components of movement vectors
if ( g_bMovementOptimizations )
{
@@ -2075,6 +2107,7 @@ void CGameMovement::FullWalkMove( )
if ( player->GetGroundEntity() != NULL )
{
mv->m_vecVelocity[2] = 0;
mv->m_bRejumpAllowed = true;
}
}
else
@@ -2353,6 +2386,9 @@ void CGameMovement::PlaySwimSound()
//-----------------------------------------------------------------------------
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
@@ -2394,9 +2430,11 @@ bool CGameMovement::CheckJumpButton( void )
// No more effect
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
@@ -2404,16 +2442,28 @@ bool CGameMovement::CheckJumpButton( void )
return false;
#endif
if ( mv->m_nOldButtons & IN_JUMP )
//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
}
//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;
//if ( player->m_Local.m_bDucking && ( player->GetFlags() & FL_DUCKING ) )
//return false;
// Still updating the eye position.
if ( player->m_Local.m_flDuckJumpTime > 0.0f )
return false;
//if ( player->m_Local.m_flDuckJumpTime > 0.0f )
//return false;
if (pPogoStick->GetInt() == 0) {
DevMsg("rejump disabled \n");
mv->m_bRejumpAllowed = false;
}
// In the air now.
@@ -2432,7 +2482,7 @@ bool CGameMovement::CheckJumpButton( void )
float flMul;
if ( g_bMovementOptimizations )
{
#if defined(HL2_DLL) || defined(HL2_CLIENT_DLL)
#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
@@ -2443,7 +2493,10 @@ 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
@@ -2466,8 +2519,8 @@ 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 );
@@ -2484,7 +2537,7 @@ 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 )
@@ -2492,7 +2545,7 @@ bool CGameMovement::CheckJumpButton( void )
// Add it on
VectorAdd( (vecForward*flSpeedAddition), mv->m_vecVelocity, mv->m_vecVelocity );
}
//}
#endif
FinishGravity();
@@ -2524,8 +2577,12 @@ bool CGameMovement::CheckJumpButton( void )
#endif
//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;
}
@@ -2840,7 +2897,7 @@ 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
@@ -2977,7 +3034,7 @@ 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 );

View File

@@ -144,7 +144,7 @@ public:
virtual CBaseCombatWeapon *GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon ); // I can't use this weapon anymore, get me the next best one.
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
virtual int DefaultFOV( void ) { return 90; }
virtual int DefaultFOV( void ) { return 100; }
// This function is here for our CNetworkVars.
inline void NetworkStateChanged()

View File

@@ -1,3 +1,20 @@
//========= Copyright © 1996-2010, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "gamemovement.h"
// Expose our interface.
static CGameMovement g_GameMovement;
IGameMovement *g_pGameMovement = (IGameMovement *)&g_GameMovement;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement, INTERFACENAME_GAMEMOVEMENT, g_GameMovement);
/*
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Special handling for hl2 usable ladders
@@ -142,6 +159,7 @@ LINK_ENTITY_TO_CLASS( reserved_spot, CReservePlayerSpot );
// goalpos -
// *ladder -
//-----------------------------------------------------------------------------
void CHL2GameMovement::StartForcedMove( bool mounting, float transit_speed, const Vector& goalpos, CFuncLadder *ladder )
{
LadderMove_t* lm = GetLadderMove();
@@ -522,7 +540,7 @@ bool CHL2GameMovement::ExitLadderViaDismountNode( CFuncLadder *ladder, bool stri
//-----------------------------------------------------------------------------
void CHL2GameMovement::FullLadderMove()
{
#if !defined( CLIENT_DLL )
//#if !defined( CLIENT_DLL )
CFuncLadder *ladder = GetLadder();
Assert( ladder );
if ( !ladder )
@@ -701,7 +719,7 @@ void CHL2GameMovement::FullLadderMove()
mv->SetAbsOrigin( oldOrigin );
}
}
#endif
//#endif
}
bool CHL2GameMovement::CheckLadderAutoMountEndPoint( CFuncLadder *ladder, const Vector& bestOrigin )
@@ -1150,3 +1168,4 @@ bool CHL2GameMovement::CanAccelerate()
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
#endif
*/

View File

@@ -1,3 +1,4 @@
/*
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Special handling for hl2 usable ladders
@@ -127,3 +128,4 @@ inline CFuncLadder *CHL2GameMovement::GetLadder()
{
return static_cast<CFuncLadder*>( static_cast<CBaseEntity *>( GetHL2Player()->m_HL2Local.m_hLadder.Get() ) );
}
*/

View File

@@ -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

View File

@@ -16,7 +16,7 @@
#include "tier0/memdbgon.h"
// some cvars used by player movement system
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
#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"
@@ -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);
@@ -66,8 +66,8 @@ 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", "10", 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", "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" );
@@ -82,13 +82,13 @@ ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED | F
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 );

View File

@@ -628,7 +628,8 @@ ConVarRef suitcharger( "sk_suitcharger" );
break;
default:
case 0:// fixed
return 10;
//return 10;
return 0;
break;
}
}

View File

@@ -234,7 +234,7 @@ enum CastVote
#define MAX_PLACE_NAME_LENGTH 18
#define MAX_FOV 90
#define MAX_FOV 140 //Max fov
//===================================================================================================================
// Team Defines

64
mp/src/games.sln Normal file
View File

@@ -0,0 +1,64 @@
Microsoft Visual Studio Solution File, Format Version 12.00
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ProjectSection(ProjectDependencies) = postProject
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EndProjectSection
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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EndGlobalSection
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EndGlobal

View File

@@ -2404,8 +2404,9 @@ bool CGameMovement::CheckJumpButton( void )
return false;
#endif
if ( mv->m_nOldButtons & IN_JUMP )
return false; // don't pogo stick
//if ( mv->m_nOldButtons & IN_JUMP )
//return false; // don't pogo stick
//bla
// Cannot jump will in the unduck transition.
if ( player->m_Local.m_bDucking && ( player->GetFlags() & FL_DUCKING ) )

85
sp/src/games.sln Normal file
View File

@@ -0,0 +1,85 @@
Microsoft Visual Studio Solution File, Format Version 12.00
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ProjectSection(ProjectDependencies) = postProject
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EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
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EndGlobalSection
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