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9 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
8 changed files with 31 additions and 48 deletions

1
.gitignore vendored
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@@ -74,7 +74,6 @@ sp/game/mod_hl2/voice_ban.dt
*.vpc_crc *.vpc_crc
*.sentinel *.sentinel
*.filters *.filters
*.lib
#game directories #game directories
sp/game/* sp/game/*

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@@ -19,7 +19,7 @@
extern bool g_bRollingCredits; 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 // Globals

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@@ -112,7 +112,7 @@ static ConVar v_centerspeed( "v_centerspeed","500" );
// and motions look the most natural. // 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 ); ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_ARCHIVE, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
#else #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 #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_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" ); 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" ); static ConVarRef sv_restrict_aspect_ratio_fov( "sv_restrict_aspect_ratio_fov" );
float aspectRatio = engine->GetScreenAspectRatio() * 0.75f; // / (4/3) float aspectRatio = engine->GetScreenAspectRatio() * 0.75f; // / (4/3)
float limitedAspectRatio = aspectRatio; float limitedAspectRatio = aspectRatio;
if ( ( sv_restrict_aspect_ratio_fov.GetInt() > 0 && engine->IsWindowedMode() && gpGlobals->maxClients > 1 ) || if ( ( sv_restrict_aspect_ratio_fov.GetInt() > 0 && engine->IsWindowedMode() && gpGlobals->maxClients > 1 ) ||
sv_restrict_aspect_ratio_fov.GetInt() == 2 ) 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.fov = ScaleFOVByWidthRatio( view.fov, limitedAspectRatio );

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@@ -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() ); CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
if ( pPlayer && sv_cheats->GetBool() ) //if ( pPlayer && sv_cheats->GetBool() )
if ( pPlayer )
{ {
if ( args.ArgC() > 1 ) if ( args.ArgC() > 1 )
{ {

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@@ -39,8 +39,8 @@ extern IFileSystem *filesystem;
#ifndef SA_MOVEMENT #ifndef SA_MOVEMENT
#define SA_MOVEMENT #define SA_MOVEMENT
#endif #endif
ConVar sa_sv_pogostick("sv_pogostick", "0", FCVAR_REPLICATED, "queue jumps", 1, 0, 1, 1); ConVar sa_sv_pogostick("sv_pogostick", "1", FCVAR_REPLICATED, "queue jumps", 1, 0, 1, 1);
ConVar sa_sv_queuejump("sv_queuejump", "1", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1); ConVar sa_sv_queuejump("sv_queuejump", "0", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1);
@@ -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 // Camera Bob
ConVar cl_camtilt_enabled("cl_camtilt_enabled", "1", 0, "Oscillation Toggle", true, 0, true, 1); 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); player->ViewPunch(camTilt);
} }
// Zero out z components of movement vectors // Zero out z components of movement vectors
if ( g_bMovementOptimizations ) if ( g_bMovementOptimizations )
{ {
@@ -2227,10 +2224,10 @@ void CGameMovement::FullObserverMove( void )
{ {
factor /= 2.0f; factor /= 2.0f;
} }
float fmove = mv->m_flForwardMove * factor; float fmove = mv->m_flForwardMove * factor;
float smove = mv->m_flSideMove * factor; float smove = mv->m_flSideMove * factor;
VectorNormalize (forward); // Normalize remainder of vectors VectorNormalize (forward); // Normalize remainder of vectors
VectorNormalize (right); // VectorNormalize (right); //
@@ -2383,9 +2380,7 @@ void CGameMovement::PlaySwimSound()
MoveHelper()->StartSound( mv->GetAbsOrigin(), "Player.Swim" ); 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: // Purpose:
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@@ -2400,7 +2395,6 @@ bool CGameMovement::CheckJumpButton( void )
return false; return false;
} }
// See if we are waterjumping. If so, decrement count and return. // See if we are waterjumping. If so, decrement count and return.
if (player->m_flWaterJumpTime) if (player->m_flWaterJumpTime)
{ {
@@ -2448,22 +2442,9 @@ bool CGameMovement::CheckJumpButton( void )
return false; return false;
#endif #endif
//pressed jump on last tick/frame and both autojump and queuejump are disabled through console. //pressed jump on last tick/frame and both autojump and queuejump are disabled through console.
if ( mv->m_nOldButtons & IN_JUMP && !(mv->m_bRejumpAllowed ) ) { if ( mv->m_nOldButtons & IN_JUMP && !(mv->m_bRejumpAllowed ) ) {
return false; // don't pogo stick 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"); //DevMsg("Got past dont pogo \n");
@@ -2919,7 +2900,7 @@ inline bool CGameMovement::OnLadder( trace_t &trace )
#if defined (CSTRIKE_DLL) || defined( SArena_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_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 ); 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 // HPE_END
//============================================================================= //=============================================================================
@@ -3067,7 +3048,7 @@ bool CGameMovement::LadderMove( void )
if (angleDot < sv_ladder_angle.GetFloat()) if (angleDot < sv_ladder_angle.GetFloat())
lateral = (tmp * tmpDist) + (perp * sv_ladder_dampen.GetFloat() * perpDist); lateral = (tmp * tmpDist) + (perp * sv_ladder_dampen.GetFloat() * perpDist);
//#endif // CSTRIKE_DLL #endif // CSTRIKE_DLL
//============================================================================= //=============================================================================
// HPE_END // HPE_END
//============================================================================= //=============================================================================

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@@ -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 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 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. // This function is here for our CNetworkVars.
inline void NetworkStateChanged() inline void NetworkStateChanged()

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@@ -60,14 +60,14 @@ ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FC
#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) #if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL )
ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED); ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
//#else #else
// ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY); ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
//#endif // CSTRIKE_DLL #endif // CSTRIKE_DLL
#endif//_XBOX #endif//_XBOX
#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //we need these to not be hidden #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_airaccelerate( "sv_airaccelerate", "100", FCVAR_NOTIFY | FCVAR_REPLICATED);
ConVar sv_wateraccelerate( "sv_wateraccelerate", "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_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_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED, "Play footstep sound for players" );
@@ -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 #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." ); ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED, "World friction." );
//#else #else
//ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." ); ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." );
//#endif // DOD_DLL || CSTRIKE_DLL #endif // DOD_DLL || CSTRIKE_DLL
#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //need these too #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_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_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_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." ); ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED, "Vertical view fixup when eyes are near water plane." );
//#else #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_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_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_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_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." ); ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Vertical view fixup when eyes are near water plane." );
//#endif // CSTRIKE_DLL #endif // CSTRIKE_DLL
ConVar sv_skyname ( "sv_skyname", "sky_urb01", FCVAR_ARCHIVE | FCVAR_REPLICATED, "Current name of the skybox texture" ); ConVar sv_skyname ( "sv_skyname", "sky_urb01", FCVAR_ARCHIVE | FCVAR_REPLICATED, "Current name of the skybox texture" );

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