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weapons
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bc62e99e62
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -74,7 +74,6 @@ sp/game/mod_hl2/voice_ban.dt
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*.vpc_crc
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*.sentinel
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*.filters
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*.lib
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#game directories
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sp/game/*
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@@ -19,7 +19,7 @@
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extern bool g_bRollingCredits;
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ConVar fov_desired( "fov_desired", "75", FCVAR_ARCHIVE | FCVAR_USERINFO, "Sets the base field-of-view.", true, 75.0, true, 90.0 );
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ConVar fov_desired( "fov_desired", "75", FCVAR_ARCHIVE | FCVAR_USERINFO, "Sets the base field-of-view.", true, 75.0, true, 140.0 );
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//-----------------------------------------------------------------------------
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// Globals
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@@ -112,7 +112,7 @@ static ConVar v_centerspeed( "v_centerspeed","500" );
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// and motions look the most natural.
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ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_ARCHIVE, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
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#else
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ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_CHEAT, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
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ConVar v_viewmodel_fov( "viewmodel_fov", "68", FCVAR_ARCHIVE, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
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#endif
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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 );
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ConVar mat_viewportupscale( "mat_viewportupscale", "1", FCVAR_ARCHIVE, "Scale the viewport back up" );
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@@ -1125,11 +1125,13 @@ void CViewRender::Render( vrect_t *rect )
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static ConVarRef sv_restrict_aspect_ratio_fov( "sv_restrict_aspect_ratio_fov" );
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float aspectRatio = engine->GetScreenAspectRatio() * 0.75f; // / (4/3)
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float limitedAspectRatio = aspectRatio;
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if ( ( sv_restrict_aspect_ratio_fov.GetInt() > 0 && engine->IsWindowedMode() && gpGlobals->maxClients > 1 ) ||
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sv_restrict_aspect_ratio_fov.GetInt() == 2 )
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{
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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)
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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)
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}
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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>" )
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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CON_COMMAND( fov, "Change players FOV" )
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CON_COMMAND( fov, "Change players FOV" ) //this is the "Fov" command
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{
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CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
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if ( pPlayer && sv_cheats->GetBool() )
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//if ( pPlayer && sv_cheats->GetBool() )
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if ( pPlayer )
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{
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if ( args.ArgC() > 1 )
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{
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@@ -39,8 +39,8 @@ extern IFileSystem *filesystem;
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#ifndef SA_MOVEMENT
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#define SA_MOVEMENT
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#endif
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ConVar sa_sv_pogostick("sv_pogostick", "0", FCVAR_REPLICATED, "queue jumps", 1, 0, 1, 1);
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ConVar sa_sv_queuejump("sv_queuejump", "1", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1);
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ConVar sa_sv_pogostick("sv_pogostick", "1", FCVAR_REPLICATED, "queue jumps", 1, 0, 1, 1);
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ConVar sa_sv_queuejump("sv_queuejump", "0", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1);
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@@ -1904,10 +1904,6 @@ void CGameMovement::StayOnGround( void )
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}
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}
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}
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// Camera Bob
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ConVar cl_camtilt_enabled("cl_camtilt_enabled", "1", 0, "Oscillation Toggle", true, 0, true, 1);
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ConVar cl_viewbob_timer("cl_viewbob_timer", "1", 0, "Speed of Oscillation");
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ConVar cl_camtilt_scale("cl_camtilt_scale", "2.5", 0, "Magnitude of Oscillation");
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// Camera Bob
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ConVar cl_camtilt_enabled("cl_camtilt_enabled", "1", 0, "Oscillation Toggle", true, 0, true, 1);
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@@ -1950,6 +1946,7 @@ void CGameMovement::WalkMove( void )
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player->ViewPunch(camTilt);
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}
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// Zero out z components of movement vectors
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if ( g_bMovementOptimizations )
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{
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@@ -2227,10 +2224,10 @@ void CGameMovement::FullObserverMove( void )
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{
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factor /= 2.0f;
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}
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float fmove = mv->m_flForwardMove * factor;
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float smove = mv->m_flSideMove * factor;
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VectorNormalize (forward); // Normalize remainder of vectors
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VectorNormalize (right); //
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@@ -2383,9 +2380,7 @@ void CGameMovement::PlaySwimSound()
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MoveHelper()->StartSound( mv->GetAbsOrigin(), "Player.Swim" );
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}
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#define SA_MOVEMENT
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ConVar sa_sv_autojump("sv_autojump", "0", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1);
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ConVar sa_sv_queuejump("sv_queuejump", "1", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1);
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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@@ -2400,7 +2395,6 @@ bool CGameMovement::CheckJumpButton( void )
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return false;
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}
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// See if we are waterjumping. If so, decrement count and return.
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if (player->m_flWaterJumpTime)
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{
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@@ -2448,22 +2442,9 @@ bool CGameMovement::CheckJumpButton( void )
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return false;
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#endif
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//pressed jump on last tick/frame and both autojump and queuejump are disabled through console.
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if ( mv->m_nOldButtons & IN_JUMP && !(mv->m_bRejumpAllowed ) ) {
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return false; // don't pogo stick
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}
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//My jumping shit
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//holding jump
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if (mv->m_nButtons & IN_JUMP | mv->m_nOldButtons & IN_JUMP && pQueueJump->GetInt() == 1 && pAutoJump->GetInt() == 0) {
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//holding jump and on the ground
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if (player->GetGroundEntity() != NULL) {
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#ifdef CLIENT_DLL
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engine->ClientCmd("-jump");
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#endif
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}
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}
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}
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//DevMsg("Got past dont pogo \n");
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@@ -2919,7 +2900,7 @@ inline bool CGameMovement::OnLadder( trace_t &trace )
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#if defined (CSTRIKE_DLL) || defined( SArena_DLL )
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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 );
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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 );
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//#endif
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#endif
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//=============================================================================
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// HPE_END
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//=============================================================================
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@@ -3067,7 +3048,7 @@ bool CGameMovement::LadderMove( void )
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if (angleDot < sv_ladder_angle.GetFloat())
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lateral = (tmp * tmpDist) + (perp * sv_ladder_dampen.GetFloat() * perpDist);
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//#endif // CSTRIKE_DLL
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#endif // CSTRIKE_DLL
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//=============================================================================
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// HPE_END
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//=============================================================================
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@@ -144,7 +144,7 @@ public:
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virtual CBaseCombatWeapon *GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon ); // I can't use this weapon anymore, get me the next best one.
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virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
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virtual int DefaultFOV( void ) { return 90; }
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virtual int DefaultFOV( void ) { return 100; }
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// This function is here for our CNetworkVars.
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inline void NetworkStateChanged()
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@@ -60,14 +60,14 @@ ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FC
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL )
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ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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//#else
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// ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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//#endif // CSTRIKE_DLL
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#else
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ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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#endif // CSTRIKE_DLL
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#endif//_XBOX
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //we need these to not be hidden
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ConVar sv_airaccelerate( "sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_airaccelerate( "sv_airaccelerate", "100", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED, "Play footstep sound for players" );
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@@ -84,9 +84,9 @@ ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCV
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#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //need these too
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ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED, "World friction." );
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//#else
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//ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." );
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//#endif // DOD_DLL || CSTRIKE_DLL
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#else
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ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." );
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#endif // DOD_DLL || CSTRIKE_DLL
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //need these too
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ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Bounce multiplier for when physically simulated objects collide with other objects." );
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@@ -94,13 +94,13 @@ ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED, "Maximum spee
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ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED );
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ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED, "How much to slow down backwards motion" );
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ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED, "Vertical view fixup when eyes are near water plane." );
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//#else
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//ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Bounce multiplier for when physically simulated objects collide with other objects." );
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//ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Maximum speed any ballistically moving object is allowed to attain per axis." );
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//ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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//ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How much to slow down backwards motion" );
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//ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Vertical view fixup when eyes are near water plane." );
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//#endif // CSTRIKE_DLL
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#else
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ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Bounce multiplier for when physically simulated objects collide with other objects." );
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ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Maximum speed any ballistically moving object is allowed to attain per axis." );
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ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How much to slow down backwards motion" );
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ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Vertical view fixup when eyes are near water plane." );
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#endif // CSTRIKE_DLL
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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
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#define MAX_PLACE_NAME_LENGTH 18
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#define MAX_FOV 90
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#define MAX_FOV 140 //Max fov
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//===================================================================================================================
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// Team Defines
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