mod->soundfromcenter = true;
mod->TraceBox = Mod_Q1BSP_TraceBox;
- mod->TraceLine = Mod_Q1BSP_TraceLineAgainstSurfaces; // LordHavoc: use the surface-hitting version of TraceLine in all cases
+ if (sv_gameplayfix_q1bsptracelinereportstexture.integer)
+ mod->TraceLine = Mod_Q1BSP_TraceLineAgainstSurfaces; // LordHavoc: use the surface-hitting version of TraceLine in all cases
+ else
+ mod->TraceLine = Mod_Q1BSP_TraceLine;
mod->TracePoint = Mod_Q1BSP_TracePoint;
mod->PointSuperContents = Mod_Q1BSP_PointSuperContents;
mod->TraceLineAgainstSurfaces = Mod_Q1BSP_TraceLineAgainstSurfaces;
extern cvar_t sv_gameplayfix_easierwaterjump;
extern cvar_t sv_gameplayfix_findradiusdistancetobox;
extern cvar_t sv_gameplayfix_gravityunaffectedbyticrate;
-extern cvar_t sv_gameplayfix_nogravityonground;
extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
extern cvar_t sv_gameplayfix_multiplethinksperframe;
extern cvar_t sv_gameplayfix_noairborncorpse;
extern cvar_t sv_gameplayfix_noairborncorpse_allowsuspendeditems;
extern cvar_t sv_gameplayfix_nudgeoutofsolid;
extern cvar_t sv_gameplayfix_nudgeoutofsolid_separation;
+extern cvar_t sv_gameplayfix_q2airaccelerate;
+extern cvar_t sv_gameplayfix_nogravityonground;
extern cvar_t sv_gameplayfix_setmodelrealbox;
extern cvar_t sv_gameplayfix_slidemoveprojectiles;
extern cvar_t sv_gameplayfix_stepdown;
extern cvar_t sv_gameplayfix_swiminbmodels;
extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
extern cvar_t sv_gameplayfix_downtracesupportsongroundflag;
+extern cvar_t sv_gameplayfix_q1bsptracelinereportstexture;
extern cvar_t sv_gravity;
extern cvar_t sv_idealpitchscale;
extern cvar_t sv_jumpstep;
cvar_t sv_gameplayfix_swiminbmodels = {0, "sv_gameplayfix_swiminbmodels", "1", "causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities"};
cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag = {0, "sv_gameplayfix_upwardvelocityclearsongroundflag", "1", "prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods"};
cvar_t sv_gameplayfix_downtracesupportsongroundflag = {0, "sv_gameplayfix_downtracesupportsongroundflag", "1", "prevents very short moves from clearing onground (which may make the player stick to the floor at high netfps)"};
+cvar_t sv_gameplayfix_q1bsptracelinereportstexture = {0, "sv_gameplayfix_q1bsptracelinereportstexture", "1", "enables mods to get accurate trace_texture results on q1bsp by using a surface-hitting traceline implementation rather than the standard solidbsp method, q3bsp always reports texture accurately"};
cvar_t sv_gravity = {CVAR_NOTIFY, "sv_gravity","800", "how fast you fall (512 = roughly earth gravity)"};
cvar_t sv_idealpitchscale = {0, "sv_idealpitchscale","0.8", "how much to look up/down slopes and stairs when not using freelook"};
cvar_t sv_jumpstep = {CVAR_NOTIFY, "sv_jumpstep", "0", "whether you can step up while jumping (sv_gameplayfix_stepwhilejumping must also be 1)"};
Cvar_RegisterVariable (&sv_gameplayfix_swiminbmodels);
Cvar_RegisterVariable (&sv_gameplayfix_upwardvelocityclearsongroundflag);
Cvar_RegisterVariable (&sv_gameplayfix_downtracesupportsongroundflag);
+ Cvar_RegisterVariable (&sv_gameplayfix_q1bsptracelinereportstexture);
Cvar_RegisterVariable (&sv_gravity);
Cvar_RegisterVariable (&sv_idealpitchscale);
Cvar_RegisterVariable (&sv_jumpstep);