if (!this.lip)
this.lip = 4;
- if(this.wait == -1 && autocvar_sv_vq3compat)
+ if(this.wait == -1 && autocvar_sv_q3defragcompat)
this.wait = 0.1; // compatibility for q3df: "instant" return
if(this.noise != "")
if (toucher.triggerhurttime < time)
{
EXACTTRIGGER_TOUCH(this, toucher);
- toucher.triggerhurttime = time + ((autocvar_sv_vq3compat && !(this.spawnflags & HURT_SLOW)) ? 0.1 : 1);
+ toucher.triggerhurttime = time + ((autocvar_sv_q3defragcompat && !(this.spawnflags & HURT_SLOW)) ? 0.1 : 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) ? 5 : 10000);
+ this.dmg = ((autocvar_sv_q3defragcompat) ? 5 : 10000);
if (this.message == "")
this.message = "was in the wrong place";
if (this.message2 == "")
vector org = targ.origin;
#ifdef SVQC
- if(autocvar_sv_vq3compat)
+ if(autocvar_sv_q3defragcompat)
#elif defined(CSQC)
- if(STAT(VQ3COMPAT))
+ if(STAT(Q3DEFRAGCOMPAT))
#endif
{
org.z += targ.mins_z;
this.wait = 0;
this.use = multi_use;
- if(this.wait == -1 && autocvar_sv_vq3compat)
+ if(this.wait == -1 && autocvar_sv_q3defragcompat)
this.wait = 0.1; // compatibility for q3df: "instant" return
EXACTTRIGGER_INIT;
: 0;
STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw) * maxspd_mod;
}
- bool vq3compat = autocvar_sv_vq3compat && autocvar_sv_vq3compat_changehitbox; // NOTE: these hitboxes are off by 1 due to engine differences
- STAT(PL_MIN, this) = (vq3compat) ? '-15 -15 -24' : autocvar_sv_player_mins;
- STAT(PL_MAX, this) = (vq3compat) ? '15 15 32' : autocvar_sv_player_maxs;
- STAT(PL_VIEW_OFS, this) = (vq3compat) ? '0 0 26' : autocvar_sv_player_viewoffset;
- STAT(PL_CROUCH_MIN, this) = (vq3compat) ? '-15 -15 -24' : autocvar_sv_player_crouch_mins;
- STAT(PL_CROUCH_MAX, this) = (vq3compat) ? '15 15 16' : autocvar_sv_player_crouch_maxs;
- STAT(PL_CROUCH_VIEW_OFS, this) = (vq3compat) ? '0 0 12' : autocvar_sv_player_crouch_viewoffset;
+ bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox; // NOTE: these hitboxes are off by 1 due to engine differences
+ STAT(PL_MIN, this) = (q3dfcompat) ? '-15 -15 -24' : autocvar_sv_player_mins;
+ STAT(PL_MAX, this) = (q3dfcompat) ? '15 15 32' : autocvar_sv_player_maxs;
+ STAT(PL_VIEW_OFS, this) = (q3dfcompat) ? '0 0 26' : autocvar_sv_player_viewoffset;
+ STAT(PL_CROUCH_MIN, this) = (q3dfcompat) ? '-15 -15 -24' : autocvar_sv_player_crouch_mins;
+ STAT(PL_CROUCH_MAX, this) = (q3dfcompat) ? '15 15 16' : autocvar_sv_player_crouch_maxs;
+ STAT(PL_CROUCH_VIEW_OFS, this) = (q3dfcompat) ? '0 0 12' : autocvar_sv_player_crouch_viewoffset;
// old stats
// fix some new settings
REGISTER_STAT(SLICK_APPLYGRAVITY, bool, autocvar_sv_slick_applygravity)
#ifdef SVQC
-bool autocvar_sv_vq3compat;
+bool autocvar_sv_q3defragcompat;
#endif
-REGISTER_STAT(VQ3COMPAT, bool, autocvar_sv_vq3compat)
+REGISTER_STAT(Q3DEFRAGCOMPAT, bool, autocvar_sv_q3defragcompat)
#ifdef SVQC
#include "physics/movetypes/movetypes.qh"
bool autocvar_g_weaponswitch_debug;
bool autocvar_g_weaponswitch_debug_alternate;
bool autocvar_g_allow_checkpoints;
-bool autocvar_sv_vq3compat_changehitbox = false;
+bool autocvar_sv_q3defragcompat_changehitbox = false;
MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1);
if(fexists(strcat("scripts/", mapname, ".defi")))
- cvar_settemp("sv_vq3compat", "1");
+ cvar_settemp("sv_q3defragcompat", "1");
if(whichpack(strcat("maps/", mapname, ".cfg")) != "")
{
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 0 "toggle for some compatibility hacks (for VQ3 and CPM map compatibility in mapinfo files)"
+set sv_q3defragcompat 0 "toggle for some compatibility hacks (for Q3DF map compatibility)"
set g_movement_highspeed 1 "multiplier scale for movement speed (applies to sv_maxspeed and sv_maxairspeed, also applies to air acceleration when g_movement_highspeed_q3_compat is set to 0)"
set g_movement_highspeed_q3_compat 0 "apply speed modifiers to air movement in a more Q3-compatible way (only apply speed buffs and g_movement_highspeed to max air speed, not to acceleration)"