From: havoc Date: Sun, 2 Dec 2007 04:07:37 +0000 (+0000) Subject: renamed sv_gameplayfix_qwplayerphysics to sv_gameplayfix_easierwaterjump X-Git-Tag: xonotic-v0.1.0preview~2743 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=1b29a19b96e18008296fa81d65d99e112f002aab;p=xonotic%2Fdarkplaces.git renamed sv_gameplayfix_qwplayerphysics to sv_gameplayfix_easierwaterjump and removed the bunnyhopping enhancement for low framerates (as QW does not have this enhancement, and simply relies on high framerate instead) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7741 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/server.h b/server.h index 3e9b7119..6e268803 100644 --- a/server.h +++ b/server.h @@ -369,11 +369,11 @@ extern cvar_t sv_friction; extern cvar_t sv_gameplayfix_blowupfallenzombies; extern cvar_t sv_gameplayfix_delayprojectiles; extern cvar_t sv_gameplayfix_droptofloorstartsolid; +extern cvar_t sv_gameplayfix_easierwaterjump; extern cvar_t sv_gameplayfix_findradiusdistancetobox; extern cvar_t sv_gameplayfix_grenadebouncedownslopes; extern cvar_t sv_gameplayfix_multiplethinksperframe; extern cvar_t sv_gameplayfix_noairborncorpse; -extern cvar_t sv_gameplayfix_qwplayerphysics; extern cvar_t sv_gameplayfix_setmodelrealbox; extern cvar_t sv_gameplayfix_stepdown; extern cvar_t sv_gameplayfix_stepwhilejumping; diff --git a/sv_main.c b/sv_main.c index 5d9a08ae..864689ef 100644 --- a/sv_main.c +++ b/sv_main.c @@ -79,11 +79,11 @@ cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4", "how fast you slow down"}; cvar_t sv_gameplayfix_blowupfallenzombies = {0, "sv_gameplayfix_blowupfallenzombies", "1", "causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them"}; cvar_t sv_gameplayfix_delayprojectiles = {0, "sv_gameplayfix_delayprojectiles", "1", "causes entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low framerates"}; cvar_t sv_gameplayfix_droptofloorstartsolid = {0, "sv_gameplayfix_droptofloorstartsolid", "1", "prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)"}; +cvar_t sv_gameplayfix_easierwaterjump = {0, "sv_gameplayfix_easierwaterjump", "1", "changes water jumping to make it easier to get out of water (exactly like in QuakeWorld)"}; cvar_t sv_gameplayfix_findradiusdistancetobox = {0, "sv_gameplayfix_findradiusdistancetobox", "1", "causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage"}; cvar_t sv_gameplayfix_grenadebouncedownslopes = {0, "sv_gameplayfix_grenadebouncedownslopes", "1", "prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface"}; cvar_t sv_gameplayfix_multiplethinksperframe = {0, "sv_gameplayfix_multiplethinksperframe", "1", "allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons"}; cvar_t sv_gameplayfix_noairborncorpse = {0, "sv_gameplayfix_noairborncorpse", "1", "causes entities (corpses) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them"}; -cvar_t sv_gameplayfix_qwplayerphysics = {0, "sv_gameplayfix_qwplayerphysics", "1", "changes water jumping to make it easier to get out of water, and prevents friction on landing when bunnyhopping"}; cvar_t sv_gameplayfix_setmodelrealbox = {0, "sv_gameplayfix_setmodelrealbox", "1", "fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods"}; cvar_t sv_gameplayfix_stepdown = {0, "sv_gameplayfix_stepdown", "0", "attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes)"}; cvar_t sv_gameplayfix_stepwhilejumping = {0, "sv_gameplayfix_stepwhilejumping", "1", "applies step-up onto a ledge even while airborn, useful if you would otherwise just-miss the floor when running across small areas with gaps (for instance running across the moving platforms in dm2, or jumping to the megahealth and red armor in dm2 rather than using the bridge)"}; @@ -349,11 +349,11 @@ void SV_Init (void) Cvar_RegisterVariable (&sv_gameplayfix_blowupfallenzombies); Cvar_RegisterVariable (&sv_gameplayfix_delayprojectiles); Cvar_RegisterVariable (&sv_gameplayfix_droptofloorstartsolid); + Cvar_RegisterVariable (&sv_gameplayfix_easierwaterjump); Cvar_RegisterVariable (&sv_gameplayfix_findradiusdistancetobox); Cvar_RegisterVariable (&sv_gameplayfix_grenadebouncedownslopes); Cvar_RegisterVariable (&sv_gameplayfix_multiplethinksperframe); Cvar_RegisterVariable (&sv_gameplayfix_noairborncorpse); - Cvar_RegisterVariable (&sv_gameplayfix_qwplayerphysics); Cvar_RegisterVariable (&sv_gameplayfix_setmodelrealbox); Cvar_RegisterVariable (&sv_gameplayfix_stepdown); Cvar_RegisterVariable (&sv_gameplayfix_stepwhilejumping); diff --git a/sv_phys.c b/sv_phys.c index 362689f8..5169028e 100644 --- a/sv_phys.c +++ b/sv_phys.c @@ -921,7 +921,7 @@ int SV_FlyMove (prvm_edict_t *ent, float time, float *stepnormal, int hitsuperco */ // LordHavoc: this came from QW and allows you to get out of water more easily - if (sv_gameplayfix_qwplayerphysics.integer && ((int)ent->fields.server->flags & FL_WATERJUMP)) + if (sv_gameplayfix_easierwaterjump.integer && ((int)ent->fields.server->flags & FL_WATERJUMP)) VectorCopy(primal_velocity, ent->fields.server->velocity); return blocked; } diff --git a/sv_user.c b/sv_user.c index a2fb80d8..457536db 100644 --- a/sv_user.c +++ b/sv_user.c @@ -347,7 +347,7 @@ void SV_AirMove (void) // noclip VectorCopy (wishvel, host_client->edict->fields.server->velocity); } - else if (onground && (!sv_gameplayfix_qwplayerphysics.integer || !host_client->edict->fields.server->button2 || !((int)host_client->edict->fields.server->flags & FL_JUMPRELEASED))) + else if (onground) { SV_UserFriction (); SV_Accelerate ();