From 34e819a626f6a7ff2ad190a8e7d42e38ca8cef0e Mon Sep 17 00:00:00 2001 From: havoc Date: Thu, 28 Feb 2013 09:36:29 +0000 Subject: [PATCH] changed the default sv_gameplayfix_ cvar values based on GAME_, GAME_NORMAL (quake) and derivatives now default them to 0 for better compatibility and avoiding gameplay changes, non-quake games such as GAME_NEXUIZ and others are unaffected (still default to 1 there) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11916 d7cf8633-e32d-0410-b094-e92efae38249 --- cmd.c | 205 ++++++++++++++++++++++++++++++++++++++++++++++++++++++---- 1 file changed, 193 insertions(+), 12 deletions(-) diff --git a/cmd.c b/cmd.c index 9ddf9491..ea486140 100644 --- a/cmd.c +++ b/cmd.c @@ -498,23 +498,204 @@ static void Cmd_Exec(const char *filename) // special defaults for specific games go here, these execute before default.cfg // Nehahra pushable crates malfunction in some levels if this is on // Nehahra NPC AI is confused by blowupfallenzombies - if (gamemode == GAME_NEHAHRA) - Cbuf_InsertText("\nsv_gameplayfix_upwardvelocityclearsongroundflag 0\nsv_gameplayfix_blowupfallenzombies 0\n\n"); + switch(gamemode) + { + case GAME_NORMAL: + Cbuf_InsertText("\n" +"sv_gameplayfix_blowupfallenzombies 0\n" +"sv_gameplayfix_findradiusdistancetobox 0\n" +"sv_gameplayfix_grenadebouncedownslopes 0\n" +"sv_gameplayfix_slidemoveprojectiles 0\n" +"sv_gameplayfix_upwardvelocityclearsongroundflag 0\n" +"sv_gameplayfix_setmodelrealbox 0\n" +"sv_gameplayfix_droptofloorstartsolid 0\n" +"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0\n" +"sv_gameplayfix_noairborncorpse 0\n" +"sv_gameplayfix_noairborncorpse_allowsuspendeditems 0\n" +"sv_gameplayfix_easierwaterjump 0\n" +"sv_gameplayfix_delayprojectiles 0\n" +"sv_gameplayfix_multiplethinksperframe 0\n" +"sv_gameplayfix_fixedcheckwatertransition 0\n" +"sv_gameplayfix_q1bsptracelinereportstexture 0\n" +"sv_gameplayfix_swiminbmodels 0\n" +"sv_gameplayfix_downtracesupportsongroundflag 0\n" +"sys_ticrate 0.01388889\n" +"r_shadow_gloss 1\n" +"r_shadow_bumpscale_basetexture 0\n" + ); + break; + case GAME_NEHAHRA: + Cbuf_InsertText("\n" +"sv_gameplayfix_blowupfallenzombies 0\n" +"sv_gameplayfix_findradiusdistancetobox 0\n" +"sv_gameplayfix_grenadebouncedownslopes 0\n" +"sv_gameplayfix_slidemoveprojectiles 0\n" +"sv_gameplayfix_upwardvelocityclearsongroundflag 0\n" +"sv_gameplayfix_setmodelrealbox 0\n" +"sv_gameplayfix_droptofloorstartsolid 0\n" +"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0\n" +"sv_gameplayfix_noairborncorpse 0\n" +"sv_gameplayfix_noairborncorpse_allowsuspendeditems 0\n" +"sv_gameplayfix_easierwaterjump 0\n" +"sv_gameplayfix_delayprojectiles 0\n" +"sv_gameplayfix_multiplethinksperframe 0\n" +"sv_gameplayfix_fixedcheckwatertransition 0\n" +"sv_gameplayfix_q1bsptracelinereportstexture 0\n" +"sv_gameplayfix_swiminbmodels 0\n" +"sv_gameplayfix_downtracesupportsongroundflag 0\n" +"sys_ticrate 0.01388889\n" +"r_shadow_gloss 1\n" +"r_shadow_bumpscale_basetexture 0\n" + ); + break; // hipnotic mission pack has issues in their 'friendly monster' ai, which seem to attempt to attack themselves for some reason when findradius() returns non-solid entities. // hipnotic mission pack has issues with bobbing water entities 'jittering' between different heights on alternate frames at the default 0.0138889 ticrate, 0.02 avoids this issue // hipnotic mission pack has issues in their proximity mine sticking code, which causes them to bounce off. - if (gamemode == GAME_HIPNOTIC || gamemode == GAME_QUOTH) - Cbuf_InsertText("\nsv_gameplayfix_blowupfallenzombies 0\nsys_ticrate 0.02\nsv_gameplayfix_slidemoveprojectiles 0\n\n"); + case GAME_HIPNOTIC: + case GAME_QUOTH: + Cbuf_InsertText("\n" +"sv_gameplayfix_blowupfallenzombies 0\n" +"sv_gameplayfix_findradiusdistancetobox 0\n" +"sv_gameplayfix_grenadebouncedownslopes 0\n" +"sv_gameplayfix_slidemoveprojectiles 0\n" +"sv_gameplayfix_upwardvelocityclearsongroundflag 0\n" +"sv_gameplayfix_setmodelrealbox 0\n" +"sv_gameplayfix_droptofloorstartsolid 0\n" +"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0\n" +"sv_gameplayfix_noairborncorpse 0\n" +"sv_gameplayfix_noairborncorpse_allowsuspendeditems 0\n" +"sv_gameplayfix_easierwaterjump 0\n" +"sv_gameplayfix_delayprojectiles 0\n" +"sv_gameplayfix_multiplethinksperframe 0\n" +"sv_gameplayfix_fixedcheckwatertransition 0\n" +"sv_gameplayfix_q1bsptracelinereportstexture 0\n" +"sv_gameplayfix_swiminbmodels 0\n" +"sv_gameplayfix_downtracesupportsongroundflag 0\n" +"sys_ticrate 0.02\n" +"r_shadow_gloss 1\n" +"r_shadow_bumpscale_basetexture 0\n" + ); + break; // rogue mission pack has a guardian boss that does not wake up if findradius returns one of the entities around its spawn area - if (gamemode == GAME_ROGUE) - Cbuf_InsertText("\nsv_gameplayfix_findradiusdistancetobox 0\n\n"); - if (gamemode == GAME_NEXUIZ) - Cbuf_InsertText("\nsv_gameplayfix_q2airaccelerate 1\nsv_gameplayfix_stepmultipletimes 1\n\n"); - if (gamemode == GAME_TENEBRAE) - Cbuf_InsertText("\nr_shadow_gloss 2\nr_shadow_bumpscale_basetexture 4\n\n"); + case GAME_ROGUE: + Cbuf_InsertText("\n" +"sv_gameplayfix_blowupfallenzombies 0\n" +"sv_gameplayfix_findradiusdistancetobox 0\n" +"sv_gameplayfix_grenadebouncedownslopes 0\n" +"sv_gameplayfix_slidemoveprojectiles 0\n" +"sv_gameplayfix_upwardvelocityclearsongroundflag 0\n" +"sv_gameplayfix_setmodelrealbox 0\n" +"sv_gameplayfix_droptofloorstartsolid 0\n" +"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0\n" +"sv_gameplayfix_noairborncorpse 0\n" +"sv_gameplayfix_noairborncorpse_allowsuspendeditems 0\n" +"sv_gameplayfix_easierwaterjump 0\n" +"sv_gameplayfix_delayprojectiles 0\n" +"sv_gameplayfix_multiplethinksperframe 0\n" +"sv_gameplayfix_fixedcheckwatertransition 0\n" +"sv_gameplayfix_q1bsptracelinereportstexture 0\n" +"sv_gameplayfix_swiminbmodels 0\n" +"sv_gameplayfix_downtracesupportsongroundflag 0\n" +"sys_ticrate 0.01388889\n" +"r_shadow_gloss 1\n" +"r_shadow_bumpscale_basetexture 0\n" + ); + break; + case GAME_TENEBRAE: + Cbuf_InsertText("\n" +"sv_gameplayfix_blowupfallenzombies 0\n" +"sv_gameplayfix_findradiusdistancetobox 0\n" +"sv_gameplayfix_grenadebouncedownslopes 0\n" +"sv_gameplayfix_slidemoveprojectiles 0\n" +"sv_gameplayfix_upwardvelocityclearsongroundflag 0\n" +"sv_gameplayfix_setmodelrealbox 0\n" +"sv_gameplayfix_droptofloorstartsolid 0\n" +"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0\n" +"sv_gameplayfix_noairborncorpse 0\n" +"sv_gameplayfix_noairborncorpse_allowsuspendeditems 0\n" +"sv_gameplayfix_easierwaterjump 0\n" +"sv_gameplayfix_delayprojectiles 0\n" +"sv_gameplayfix_multiplethinksperframe 0\n" +"sv_gameplayfix_fixedcheckwatertransition 0\n" +"sv_gameplayfix_q1bsptracelinereportstexture 0\n" +"sv_gameplayfix_swiminbmodels 0\n" +"sv_gameplayfix_downtracesupportsongroundflag 0\n" +"sys_ticrate 0.01388889\n" +"r_shadow_gloss 2\n" +"r_shadow_bumpscale_basetexture 4\n" + ); + break; + case GAME_NEXUIZ: + Cbuf_InsertText("\n" +"sv_gameplayfix_blowupfallenzombies 1\n" +"sv_gameplayfix_findradiusdistancetobox 1\n" +"sv_gameplayfix_grenadebouncedownslopes 1\n" +"sv_gameplayfix_slidemoveprojectiles 1\n" +"sv_gameplayfix_upwardvelocityclearsongroundflag 1\n" +"sv_gameplayfix_setmodelrealbox 1\n" +"sv_gameplayfix_droptofloorstartsolid 1\n" +"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 1\n" +"sv_gameplayfix_noairborncorpse 1\n" +"sv_gameplayfix_noairborncorpse_allowsuspendeditems 1\n" +"sv_gameplayfix_easierwaterjump 1\n" +"sv_gameplayfix_delayprojectiles 1\n" +"sv_gameplayfix_multiplethinksperframe 1\n" +"sv_gameplayfix_fixedcheckwatertransition 1\n" +"sv_gameplayfix_q1bsptracelinereportstexture 1\n" +"sv_gameplayfix_swiminbmodels 1\n" +"sv_gameplayfix_downtracesupportsongroundflag 1\n" +"sys_ticrate 0.01388889\n" +"sv_gameplayfix_q2airaccelerate 1\n" +"sv_gameplayfix_stepmultipletimes 1\n" + ); + break; // Steel Storm: Burning Retribution csqc misinterprets CSQC_InputEvent if type is a value other than 0 or 1 - if (gamemode == GAME_STEELSTORM) - Cbuf_InsertText("\ncl_csqc_generatemousemoveevents 0\n\n"); + case GAME_STEELSTORM: + Cbuf_InsertText("\n" +"sv_gameplayfix_blowupfallenzombies 1\n" +"sv_gameplayfix_findradiusdistancetobox 1\n" +"sv_gameplayfix_grenadebouncedownslopes 1\n" +"sv_gameplayfix_slidemoveprojectiles 1\n" +"sv_gameplayfix_upwardvelocityclearsongroundflag 1\n" +"sv_gameplayfix_setmodelrealbox 1\n" +"sv_gameplayfix_droptofloorstartsolid 1\n" +"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 1\n" +"sv_gameplayfix_noairborncorpse 1\n" +"sv_gameplayfix_noairborncorpse_allowsuspendeditems 1\n" +"sv_gameplayfix_easierwaterjump 1\n" +"sv_gameplayfix_delayprojectiles 1\n" +"sv_gameplayfix_multiplethinksperframe 1\n" +"sv_gameplayfix_fixedcheckwatertransition 1\n" +"sv_gameplayfix_q1bsptracelinereportstexture 1\n" +"sv_gameplayfix_swiminbmodels 1\n" +"sv_gameplayfix_downtracesupportsongroundflag 1\n" +"sys_ticrate 0.01388889\n" +"cl_csqc_generatemousemoveevents 0\n" + ); + break; + default: + Cbuf_InsertText("\n" +"sv_gameplayfix_blowupfallenzombies 1\n" +"sv_gameplayfix_findradiusdistancetobox 1\n" +"sv_gameplayfix_grenadebouncedownslopes 1\n" +"sv_gameplayfix_slidemoveprojectiles 1\n" +"sv_gameplayfix_upwardvelocityclearsongroundflag 1\n" +"sv_gameplayfix_setmodelrealbox 1\n" +"sv_gameplayfix_droptofloorstartsolid 1\n" +"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 1\n" +"sv_gameplayfix_noairborncorpse 1\n" +"sv_gameplayfix_noairborncorpse_allowsuspendeditems 1\n" +"sv_gameplayfix_easierwaterjump 1\n" +"sv_gameplayfix_delayprojectiles 1\n" +"sv_gameplayfix_multiplethinksperframe 1\n" +"sv_gameplayfix_fixedcheckwatertransition 1\n" +"sv_gameplayfix_q1bsptracelinereportstexture 1\n" +"sv_gameplayfix_swiminbmodels 1\n" +"sv_gameplayfix_downtracesupportsongroundflag 1\n" +"sys_ticrate 0.01388889\n" + ); + break; + } } } -- 2.39.2