sv_gameplayfix_q2airaccelerate 1
sv_gameplayfix_stepmultipletimes 1
+cl_gameplayfix_fixedcheckwatertransition 1
+
// delay for "kill" to prevent abuse
set g_balance_kill_delay 2
set g_balance_kill_antispam 5
if(!ent.move_watertype)
{
// just spawned here
- if(!autocvar_sv_gameplayfix_fixedcheckwatertransition)
+ if(!autocvar_cl_gameplayfix_fixedcheckwatertransition)
{
ent.move_watertype = contents;
ent.move_waterlevel = 1;
else
{
ent.move_watertype = CONTENT_EMPTY;
- ent.move_waterlevel = (autocvar_sv_gameplayfix_fixedcheckwatertransition ? 0 : contents);
+ ent.move_waterlevel = (autocvar_cl_gameplayfix_fixedcheckwatertransition ? 0 : contents);
}
}
.float move_bounce_stopspeed;
.float move_nomonsters; // -1 for MOVE_NORMAL, otherwise a MOVE_ constant
-// TODO: what to do with this? in Xonotic, we always have it enabled anyway
-// however, it is a server setting which could in theory be disabled...?
-float autocvar_sv_gameplayfix_fixedcheckwatertransition;
+// should match sv_gameplayfix_fixedcheckwatertransition
+var float autocvar_cl_gameplayfix_fixedcheckwatertransition = 1;
void Movetype_Physics_MatchTicrate(float tr, float sloppy);
void Movetype_Physics_MatchServer(float sloppy);