Few changes#156
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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>
TEAMJBMOD
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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" | ||
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| #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() | ||
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| #ifdef CSTRIKE_DLL | ||
| //#ifdef CSTRIKE_DLL |
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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.
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| 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.
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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.
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| //This seems to be the block of code that checks for fall damage and calculates it |
Small but needed update
Thats all the changes