9 Commits

Author SHA1 Message Date
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
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
7 changed files with 260 additions and 155 deletions

View File

@@ -35,9 +35,9 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef CSTRIKE_DLL
//#ifdef CSTRIKE_DLL
ConVar cl_righthand("cl_righthand", "1", FCVAR_ARCHIVE, "Use right-handed view models.");
#endif
//#endif
#ifdef TF_CLIENT_DLL
ConVar cl_flipviewmodels("cl_flipviewmodels", "0", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Flip view models.");
@@ -197,7 +197,7 @@ bool C_BaseViewModel::Interpolate( float currentTime )
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)
@@ -205,7 +205,7 @@ bool C_BaseViewModel::ShouldFlipViewModel()
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();

View File

@@ -1904,6 +1904,10 @@ 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);
@@ -1946,7 +1950,6 @@ void CGameMovement::WalkMove( void )
player->ViewPunch(camTilt);
}
// Zero out z components of movement vectors
if ( g_bMovementOptimizations )
{
@@ -2224,10 +2227,10 @@ 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); //
@@ -2380,7 +2383,9 @@ 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:
//-----------------------------------------------------------------------------
@@ -2395,6 +2400,7 @@ bool CGameMovement::CheckJumpButton( void )
return false;
}
// See if we are waterjumping. If so, decrement count and return.
if (player->m_flWaterJumpTime)
{
@@ -2442,9 +2448,22 @@ bool CGameMovement::CheckJumpButton( void )
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");
@@ -2900,7 +2919,7 @@ 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
//=============================================================================
@@ -3048,7 +3067,7 @@ 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
//=============================================================================

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

@@ -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" );

View File

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

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

@@ -0,0 +1,64 @@
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