diff --git a/src/game/client/c_baseviewmodel.cpp b/src/game/client/c_baseviewmodel.cpp index a3431e7c58c..7ae718aa207 100644 --- a/src/game/client/c_baseviewmodel.cpp +++ b/src/game/client/c_baseviewmodel.cpp @@ -36,9 +36,9 @@ // 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." ); @@ -214,7 +214,7 @@ 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 ) @@ -222,7 +222,7 @@ 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(); diff --git a/src/game/server/game.cpp b/src/game/server/game.cpp index c22f7ebd12b..bd1f35844c3 100644 --- a/src/game/server/game.cpp +++ b/src/game/server/game.cpp @@ -31,14 +31,14 @@ ConVar lservercfgfile( "lservercfgfile","listenserver.cfg" ); // multiplayer server rules ConVar teamplay( "mp_teamplay","0", FCVAR_NOTIFY ); -ConVar falldamage( "mp_falldamage","0", FCVAR_NOTIFY ); +ConVar falldamage( "mp_falldamage","0", FCVAR_NOTIFY, "If set to 0 it will return a fixed value, by the cvar mp_falldamage_amount, if set to 1 it uses realistic falldamage"); ConVar weaponstay( "mp_weaponstay","0", FCVAR_NOTIFY ); ConVar forcerespawn( "mp_forcerespawn","1", FCVAR_NOTIFY ); ConVar footsteps( "mp_footsteps","1", FCVAR_NOTIFY ); #ifdef CSTRIKE ConVar flashlight( "mp_flashlight","1", FCVAR_NOTIFY ); #else -ConVar flashlight( "mp_flashlight","0", FCVAR_NOTIFY ); +ConVar flashlight( "mp_flashlight","1", FCVAR_NOTIFY ); #endif ConVar aimcrosshair( "mp_autocrosshair","1", FCVAR_NOTIFY ); ConVar decalfrequency( "decalfrequency","10", FCVAR_NOTIFY ); diff --git a/src/game/server/hl2/hl2_player.cpp b/src/game/server/hl2/hl2_player.cpp index 7b2d595e494..099d2508856 100644 --- a/src/game/server/hl2/hl2_player.cpp +++ b/src/game/server/hl2/hl2_player.cpp @@ -81,8 +81,6 @@ extern ConVar autoaim_max_dist; extern int gEvilImpulse101; -ConVar sv_autojump( "sv_autojump", "0" ); - ConVar hl2_walkspeed( "hl2_walkspeed", "150", FCVAR_REPLICATED ); ConVar hl2_normspeed( "hl2_normspeed", "190", FCVAR_REPLICATED ); ConVar hl2_sprintspeed( "hl2_sprintspeed", "320", FCVAR_REPLICATED ); @@ -651,48 +649,7 @@ void CHL2_Player::PreThink(void) return; } - // This is an experiment of mine- autojumping! - // only affects you if sv_autojump is nonzero. - if( (GetFlags() & FL_ONGROUND) && sv_autojump.GetFloat() != 0 ) - { - VPROF( "CHL2_Player::PreThink-Autojump" ); - // check autojump - Vector vecCheckDir; - - vecCheckDir = GetAbsVelocity(); - - float flVelocity = VectorNormalize( vecCheckDir ); - - if( flVelocity > 200 ) - { - // Going fast enough to autojump - vecCheckDir = WorldSpaceCenter() + vecCheckDir * 34 - Vector( 0, 0, 16 ); - - trace_t tr; - - UTIL_TraceHull( WorldSpaceCenter() - Vector( 0, 0, 16 ), vecCheckDir, NAI_Hull::Mins(HULL_TINY_CENTERED),NAI_Hull::Maxs(HULL_TINY_CENTERED), MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER, &tr ); - - //NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, true, 10 ); - - if( tr.fraction == 1.0 && !tr.startsolid ) - { - // Now trace down! - UTIL_TraceLine( vecCheckDir, vecCheckDir - Vector( 0, 0, 64 ), MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &tr ); - - //NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, true, 10 ); - - if( tr.fraction == 1.0 && !tr.startsolid ) - { - // !!!HACKHACK - // I KNOW, I KNOW, this is definitely not the right way to do this, - // but I'm prototyping! (sjb) - Vector vecNewVelocity = GetAbsVelocity(); - vecNewVelocity.z += 250; - SetAbsVelocity( vecNewVelocity ); - } - } - } - } + VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-Speed" ); diff --git a/src/game/server/jbmod/jbmod_player.cpp b/src/game/server/jbmod/jbmod_player.cpp index 542708456fc..cc9c325114b 100644 --- a/src/game/server/jbmod/jbmod_player.cpp +++ b/src/game/server/jbmod/jbmod_player.cpp @@ -408,7 +408,7 @@ bool CJBMod_Player::ValidatePlayerModel( const char *pModel ) return false; } -ConVar jbmod_allow_pickup( "jbmod_allow_pickup", "0", FCVAR_GAMEDLL ); +ConVar jbmod_allow_pickup( "jbmod_allow_pickup", "1", FCVAR_GAMEDLL ); void CJBMod_Player::PickupObject( CBaseEntity* pObject, bool bLimitMassAndSize ) { diff --git a/src/game/server/props.cpp b/src/game/server/props.cpp index 253fc9f8bd2..947c8bf8a95 100644 --- a/src/game/server/props.cpp +++ b/src/game/server/props.cpp @@ -2746,6 +2746,11 @@ void CPhysicsProp::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t r if( reason == PICKED_UP_BY_CANNON ) { + if (m_bFirstCollisionAfterLaunch) + { + PhysClearGameFlags(pPhysicsObject, FVPHYSICS_WAS_THROWN); + m_bFirstCollisionAfterLaunch = false; + } m_OnPhysGunOnlyPickup.FireOutput( pPhysGunUser, this ); } diff --git a/src/game/shared/gamemovement.cpp b/src/game/shared/gamemovement.cpp index a41c7481d1c..8c2007339fb 100644 --- a/src/game/shared/gamemovement.cpp +++ b/src/game/shared/gamemovement.cpp @@ -58,6 +58,7 @@ ConVar player_limit_jump_speed( "player_limit_jump_speed", "1", FCVAR_REPLICATED // duck controls. Its value is meaningless anytime we don't have the options window open. ConVar option_duck_method("option_duck_method", "1", FCVAR_REPLICATED|FCVAR_ARCHIVE );// 0 = HOLD to duck, 1 = Duck is a toggle +ConVar sv_autojump("sv_autojump", "0", FCVAR_REPLICATED | FCVAR_NOTIFY); // [MD] I'll remove this eventually. For now, I want the ability to A/B the optimizations. bool g_bMovementOptimizations = true; @@ -2425,7 +2426,7 @@ bool CGameMovement::CheckJumpButton( void ) return false; #endif - if ( mv->m_nOldButtons & IN_JUMP ) + if ( mv->m_nOldButtons & IN_JUMP && !sv_autojump.GetBool()) return false; // don't pogo stick // Cannot jump will in the unduck transition. diff --git a/src/game/shared/jbmod/jbmod_player_shared.cpp b/src/game/shared/jbmod/jbmod_player_shared.cpp index 11167f61152..ce6555afdfb 100644 --- a/src/game/shared/jbmod/jbmod_player_shared.cpp +++ b/src/game/shared/jbmod/jbmod_player_shared.cpp @@ -19,6 +19,7 @@ #include "SoundEmitterSystem/isoundemittersystembase.h" extern ConVar sv_footsteps; +ConVar sv_material_footsteps("sv_material_footsteps", "1", FCVAR_REPLICATED, "0: HL2DM Footsteps, 1: Material Footsteps"); const char *g_ppszPlayerSoundPrefixNames[PLAYER_SOUNDS_MAX] = { @@ -70,6 +71,12 @@ Vector CJBMod_Player::GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity * //----------------------------------------------------------------------------- void CJBMod_Player::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force ) { + if (sv_material_footsteps.GetBool()) + { + BaseClass::PlayStepSound(vecOrigin, psurface, fvol, force); + return; + } + if ( gpGlobals->maxClients > 1 && !sv_footsteps.GetFloat() ) return; diff --git a/src/game/shared/multiplay_gamerules.cpp b/src/game/shared/multiplay_gamerules.cpp index 73af2f6943a..b3edda294c6 100644 --- a/src/game/shared/multiplay_gamerules.cpp +++ b/src/game/shared/multiplay_gamerules.cpp @@ -103,6 +103,8 @@ ConVar mp_restartgame_immediate( "mp_restartgame_immediate", "0", FCVAR_GAMEDLL, ConVar mp_mapcycle_empty_timeout_seconds( "mp_mapcycle_empty_timeout_seconds", "0", FCVAR_REPLICATED, "If nonzero, server will cycle to the next map if it has been empty on the current map for N seconds"); +ConVar mp_falldamage_amount("mp_falldamage_amount", "10.0", FCVAR_REPLICATED | FCVAR_NOTIFY, "If you put 10 you will loose 10, only works if mp_falldamge equals 0"); + void cc_SkipNextMapInCycle() { if ( !UTIL_IsCommandIssuedByServerAdmin() ) @@ -626,6 +628,7 @@ ConVarRef suitcharger( "sk_suitcharger" ); //========================================================= //========================================================= + //This seems to be the block of code that checks for fall damage and calculates it float CMultiplayRules::FlPlayerFallDamage( CBasePlayer *pPlayer ) { int iFallDamage = (int)falldamage.GetFloat(); @@ -637,8 +640,8 @@ ConVarRef suitcharger( "sk_suitcharger" ); return pPlayer->m_Local.m_flFallVelocity * DAMAGE_FOR_FALL_SPEED; break; default: - case 0:// fixed - return 10; + case 0:// fixed by the cvar mp_falldamage_amount + return mp_falldamage_amount.GetFloat(); break; } }