fputs(fh, "settemp_for_type all sv_q3acompat_machineshotgunswap 1\n");
if(fexists(strcat("scripts/", pFilename, ".defi")))
- fputs(fh, "settemp_for_type all sv_vq3compat_triggerhurtdamage 1\n");
+ fputs(fh, "settemp_for_type all sv_vq3compat 1\n");
fputs(fh, "// optional: fog density red green blue alpha mindist maxdist\n");
fputs(fh, "// optional: settemp_for_type (all|gametypename) cvarname value\n");
if (toucher.triggerhurttime < time)
{
EXACTTRIGGER_TOUCH(this, toucher);
- toucher.triggerhurttime = time + ((autocvar_sv_vq3compat_triggerhurtdamage) ? 0.2 : 1);
+ toucher.triggerhurttime = time + ((autocvar_sv_vq3compat && !(this.spawnflags & HURT_SLOW)) ? 0.2 : 1);
entity own;
own = this.enemy;
this.use = trigger_hurt_use;
this.enemy = world; // I hate you all
if (!this.dmg)
- this.dmg = ((autocvar_sv_vq3compat_triggerhurtdamage) ? 5 : 10000);
+ this.dmg = ((autocvar_sv_vq3compat) ? 5 : 10000);
if (this.message == "")
this.message = "was in the wrong place";
if (this.message2 == "")
#pragma once
+
+const int HURT_SLOW = BIT(4);
{
// first calculate a typical start point for the jump
vector org = (this.absmin + this.absmax) * 0.5;
- org.z = this.absmax.z - PL_MIN_CONST.z - 7;
+ if(!STAT(VQ3COMPAT))
+ org.z = this.absmax.z - PL_MIN_CONST.z - 7;
if (this.target)
{
#endif
REGISTER_STAT(SLICK_APPLYGRAVITY, bool, autocvar_sv_slick_applygravity)
+#ifdef SVQC
+bool autocvar_sv_vq3compat;
+#endif
+REGISTER_STAT(VQ3COMPAT, bool, autocvar_sv_vq3compat)
+
#ifdef SVQC
#include "physics/movetypes/movetypes.qh"
float warmup_limit;
bool autocvar_sv_precacheplayermodels;
//float autocvar_sv_precacheweapons; // WEAPONTODO?
bool autocvar_sv_q3acompat_machineshotgunswap;
-bool autocvar_sv_vq3compat_triggerhurtdamage;
bool autocvar_sv_servermodelsonly;
int autocvar_sv_spectate;
float autocvar_sv_spectator_speed_multiplier;
sv_gameplayfix_nogravityonground 1
set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping machinegun and shotgun (for Q3A map compatibility in mapinfo files)"
-set sv_vq3compat_triggerhurtdamage 0 "shorthand for swapping trigger_hurt damage and hit time (for VQ3 and CPM map compatibility in mapinfo files)"
+set sv_vq3compat 0 "toggle for some compatibility hacks (for VQ3 and CPM map compatibility in mapinfo files)"
set g_movement_highspeed 1 "movement speed modification factor (only changes movement when above maxspeed)"