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Few changes#156

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Krolot wants to merge 6 commits into
JBMod:masterfrom
Krolot:fewchanges
Closed

Few changes#156
Krolot wants to merge 6 commits into
JBMod:masterfrom
Krolot:fewchanges

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@Krolot
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@Krolot Krolot commented Apr 1, 2026

Small but needed update

  • Restored cl_righthand cvar
  • Changed the value of two commands, mp_flashlight and jbmod_allow_pickup now they are by default true
  • Autojump added, now you can bhop
  • Falldamage customizable, if mp_falldamage is 0 and mp_falldamage_amount is changed to any value the player wants, everytime they recieve fall damage they will recieve that value, for example you could put mp_falldamage_amount to 0 and players wont recieve fall damage
  • A minor issue with the gravity gun has been fixed, if you grabbed something like an explosive barrel, threw it upwards, and then caught it in mid air, it would explode if it touched the ground, even slightly. It makes more sense now
  • Restored per material footsteps, its customizable, if the convar sv_material_footsteps is true, the footstep sounds will be like in the singleplayer branch, per material, if sv_material_footsteps is false, then it would sound just like hl2dm sounds.

Thats all the changes

Krolot added 6 commits March 31, 2026 22:53
for us lefties that cant play any game that doesnt have a left handed viewmodel

Signed-off-by: Cayama0811 <175286911+Krolot@users.noreply.github.com>
jbmod default branch has these values by default, so its nice to have them (you can always modify it thru the gamemode  vscript file but shhh)

Signed-off-by: Cayama0811 <175286911+Krolot@users.noreply.github.com>
now you can do happy bhops around buildingblocks, just make sure you have the sv_autojump command enabled

Signed-off-by: Cayama0811 <175286911+Krolot@users.noreply.github.com>
Added a new convar callled mp_falldamage_amount (default 10.0)
if mp_falldamage equals 0 the falldamage will be whatever you put on the new convar, if mp_falldamage_amount is 0 you wont recieve any falldamage

Signed-off-by: Cayama0811 <175286911+Krolot@users.noreply.github.com>
if you trew something like an explosive barrel upwards with the gravgun, and then grabbed it mid air, if the barrel touched the floor even just by a little, it explodes, with this little fix that issue doesnt happen anymore, now it makes actual sense

Signed-off-by: Cayama0811 <175286911+Krolot@users.noreply.github.com>
uses the convar sv_material_footsteps if its 1 it will use the classic singleplayer per material footsteps, if its not, then it will use hl2dm footsteps

Signed-off-by: Cayama0811 <175286911+Krolot@users.noreply.github.com>
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I would suggest following https://github.com/JBMod/jbmod-src/blob/master/.github/CONTRIBUTING.md, specifically the first step about filing an issue discussing potential changes.
Much of this conflicts with other changes that are already in progress or are otherwise undesired. Handling these through issues and waiting for the go-ahead would save you time working on things that won't get merged.

In general, there's no point in working on anything gameplay related right now until we're done with refactoring.
If something exists in 0.5, we're already working on it.

#include "tier0/memdbgon.h"

#ifdef CSTRIKE_DLL
//#ifdef CSTRIKE_DLL
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Instead of commenting out preprocessors in common code, please add JBMod instead - ie do something like #if defined(CSTRIKE_DLL) || defined(JBMOD)

bool C_BaseViewModel::ShouldFlipViewModel()
{
#ifdef CSTRIKE_DLL
//#ifdef CSTRIKE_DLL
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Same as above

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We should prefer not removing unused code from common files, as it makes syncing upstream more difficult.
In this case it seems you're only using this because you want to use sv_autojump for something unrelated, so this won't be accepted.

}

ConVar jbmod_allow_pickup( "jbmod_allow_pickup", "0", FCVAR_GAMEDLL );
ConVar jbmod_allow_pickup( "jbmod_allow_pickup", "1", FCVAR_GAMEDLL );
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Gameplay changes should be made in gamemodes, not C++ level cvars.
Most cvars here are placeholders and will be refactored into vscript, I see no reason to change this now.

Comment thread src/game/server/game.cpp
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Same comments as above re: cvars, but even more so since this is in common code. Please revert.

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Step sounds here are deprecated and will be removed from this file, this change won't be accepted.

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This isn't consistent with 0.5 as we already called this sv_autobhop.
Also we're already replacing shared gamemovement in a refactor so this isn't where this change will belong.


//=========================================================
//=========================================================
//This seems to be the block of code that checks for fall damage and calculates it
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Remove unnecessary comment

@Krolot Krolot marked this pull request as draft April 1, 2026 15:14
@Krolot Krolot closed this Apr 1, 2026
@Krolot Krolot deleted the fewchanges branch April 1, 2026 15:17
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2 participants