From 6c1af53b1fe0366a65824d73bac6b31a68e596b9 Mon Sep 17 00:00:00 2001 From: divverent Date: Tue, 24 Nov 2015 13:39:23 +0000 Subject: [PATCH] Make the number of frames used for initial settling configurable. Quake uses two frames, which should normally be good enough anyway. This is mainly for mods that use more than 2 frames for initialization to avoid some minor odd effects to clients that connect that early. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12232 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=8367a30715017e7a497f6baf65dbaff5f72d6cf3 --- sv_main.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/sv_main.c b/sv_main.c index f1f1248a..b6e3b3f1 100644 --- a/sv_main.c +++ b/sv_main.c @@ -123,6 +123,7 @@ cvar_t sv_gameplayfix_unstickplayers = {0, "sv_gameplayfix_unstickplayers", "1", cvar_t sv_gameplayfix_unstickentities = {0, "sv_gameplayfix_unstickentities", "1", "hack to check if entities are crossing world collision hull and try to move them to the right position"}; cvar_t sv_gameplayfix_fixedcheckwatertransition = {0, "sv_gameplayfix_fixedcheckwatertransition", "1", "fix two very stupid bugs in SV_CheckWaterTransition when watertype is CONTENTS_EMPTY (the bugs causes waterlevel to be 1 on first frame, -1 on second frame - the fix makes it 0 on both frames)"}; cvar_t sv_gravity = {CVAR_NOTIFY, "sv_gravity","800", "how fast you fall (512 = roughly earth gravity)"}; +cvar_t sv_init_frame_count = {0, "sv_init_frame_count", "2", "number of frames to run to allow everything to settle before letting clients connect"}; cvar_t sv_idealpitchscale = {0, "sv_idealpitchscale","0.8", "how much to look up/down slopes and stairs when not using freelook"}; cvar_t sv_jumpstep = {CVAR_NOTIFY, "sv_jumpstep", "0", "whether you can step up while jumping"}; cvar_t sv_jumpvelocity = {0, "sv_jumpvelocity", "270", "cvar that can be used by QuakeC code for jump velocity"}; @@ -534,6 +535,7 @@ void SV_Init (void) Cvar_RegisterVariable (&sv_gameplayfix_unstickentities); Cvar_RegisterVariable (&sv_gameplayfix_fixedcheckwatertransition); Cvar_RegisterVariable (&sv_gravity); + Cvar_RegisterVariable (&sv_init_frame_count); Cvar_RegisterVariable (&sv_idealpitchscale); Cvar_RegisterVariable (&sv_jumpstep); Cvar_RegisterVariable (&sv_jumpvelocity); @@ -3492,7 +3494,7 @@ void SV_SpawnServer (const char *server) // run two frames to allow everything to settle sv.time = 1.0001; - for (i = 0;i < 2;i++) + for (i = 0;i < sv_init_frame_count.integer;i++) { sv.frametime = 0.1; SV_Physics (); -- 2.39.2