From a5233a466b90219af2b96c7296a3ec679844ca9b Mon Sep 17 00:00:00 2001 From: havoc Date: Mon, 25 Feb 2013 04:40:39 +0000 Subject: [PATCH] removed cvar sv_gameplayfix_stepwhilejumping which wasn't needed (sv_jumpstep is no longer dependent on this cvar) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11907 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=366229127dad0794355c9daf8e17c833624b3d80 --- server.h | 1 - sv_main.c | 4 +--- sv_phys.c | 2 +- 3 files changed, 2 insertions(+), 5 deletions(-) diff --git a/server.h b/server.h index 08881cab..ce3fcfa1 100644 --- a/server.h +++ b/server.h @@ -462,7 +462,6 @@ extern cvar_t sv_gameplayfix_nogravityonground; extern cvar_t sv_gameplayfix_setmodelrealbox; extern cvar_t sv_gameplayfix_slidemoveprojectiles; extern cvar_t sv_gameplayfix_stepdown; -extern cvar_t sv_gameplayfix_stepwhilejumping; extern cvar_t sv_gameplayfix_stepmultipletimes; extern cvar_t sv_gameplayfix_nostepmoveonsteepslopes; extern cvar_t sv_gameplayfix_swiminbmodels; diff --git a/sv_main.c b/sv_main.c index 755c51c6..bd61ccc5 100644 --- a/sv_main.c +++ b/sv_main.c @@ -113,7 +113,6 @@ cvar_t sv_gameplayfix_nogravityonground = {0, "sv_gameplayfix_nogravityonground" 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_slidemoveprojectiles = {0, "sv_gameplayfix_slidemoveprojectiles", "1", "allows MOVETYPE_FLY/FLYMISSILE/TOSS/BOUNCE/BOUNCEMISSILE entities to finish their move in a frame even if they hit something, fixes 'gravity accumulation' bug for grenades on steep slopes"}; 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)"}; cvar_t sv_gameplayfix_stepmultipletimes = {0, "sv_gameplayfix_stepmultipletimes", "0", "applies step-up onto a ledge more than once in a single frame, when running quickly up stairs"}; cvar_t sv_gameplayfix_nostepmoveonsteepslopes = {0, "sv_gameplayfix_nostepmoveonsteepslopes", "0", "grude fix which prevents MOVETYPE_STEP (not swimming or flying) to move on slopes whose angle is bigger than 45 degree"}; cvar_t sv_gameplayfix_swiminbmodels = {0, "sv_gameplayfix_swiminbmodels", "1", "causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities"}; @@ -125,7 +124,7 @@ cvar_t sv_gameplayfix_unstickentities = {0, "sv_gameplayfix_unstickentities", "1 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_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 (sv_gameplayfix_stepwhilejumping must also be 1)"}; +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"}; cvar_t sv_maxairspeed = {0, "sv_maxairspeed", "30", "maximum speed a player can accelerate to when airborn (note that it is possible to completely stop by moving the opposite direction)"}; cvar_t sv_maxrate = {CVAR_SAVE | CVAR_NOTIFY, "sv_maxrate", "1000000", "upper limit on client rate cvar, should reflect your network connection quality"}; @@ -523,7 +522,6 @@ void SV_Init (void) Cvar_RegisterVariable (&sv_gameplayfix_setmodelrealbox); Cvar_RegisterVariable (&sv_gameplayfix_slidemoveprojectiles); Cvar_RegisterVariable (&sv_gameplayfix_stepdown); - Cvar_RegisterVariable (&sv_gameplayfix_stepwhilejumping); Cvar_RegisterVariable (&sv_gameplayfix_stepmultipletimes); Cvar_RegisterVariable (&sv_gameplayfix_nostepmoveonsteepslopes); Cvar_RegisterVariable (&sv_gameplayfix_swiminbmodels); diff --git a/sv_phys.c b/sv_phys.c index 727c28d0..7a158800 100644 --- a/sv_phys.c +++ b/sv_phys.c @@ -2420,7 +2420,7 @@ static void SV_WalkMove (prvm_edict_t *ent) return; // only step up while jumping if that is enabled - if (!(sv_jumpstep.integer && sv_gameplayfix_stepwhilejumping.integer)) + if (sv_jumpstep.integer) if (!oldonground && PRVM_serveredictfloat(ent, waterlevel) == 0) return; } -- 2.39.2