From a7381fdfb5baa1acea7bb05415c3192a8fb4dfdc Mon Sep 17 00:00:00 2001 From: Mario Date: Fri, 18 Dec 2015 03:57:22 +1000 Subject: [PATCH] Swap cl_movement 3 and 1, so the default is QC movetypes (the old prediction will be removed after next release) --- qcsrc/common/physics.qc | 20 ++++++++++---------- qcsrc/lib/csqcmodel/cl_player.qc | 4 ++-- 2 files changed, 12 insertions(+), 12 deletions(-) diff --git a/qcsrc/common/physics.qc b/qcsrc/common/physics.qc index 292da1491..6bfb5ac13 100644 --- a/qcsrc/common/physics.qc +++ b/qcsrc/common/physics.qc @@ -124,7 +124,7 @@ void PM_ClientMovement_UpdateStatus(entity this, bool ground) if(!IS_PLAYER(this)) return; // make sure player is not stuck - if(autocvar_cl_movement != 3) + if(autocvar_cl_movement == 3) PM_ClientMovement_Unstick(this); // set crouched @@ -147,7 +147,7 @@ void PM_ClientMovement_UpdateStatus(entity this, bool ground) vector origin1 = this.origin + '0 0 1'; vector origin2 = this.origin - '0 0 1'; - if (ground && autocvar_cl_movement != 3) + if (ground && autocvar_cl_movement == 3) { tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this); if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7) @@ -161,7 +161,7 @@ void PM_ClientMovement_UpdateStatus(entity this, bool ground) UNSET_ONGROUND(this); } - if(autocvar_cl_movement != 3) + if(autocvar_cl_movement == 3) { // set watertype/waterlevel origin1 = this.origin; @@ -198,7 +198,7 @@ void PM_ClientMovement_Move(entity this) #ifdef CSQC PM_ClientMovement_UpdateStatus(this, false); - if(autocvar_cl_movement == 3) + if(autocvar_cl_movement == 1) return; int bump; @@ -1083,7 +1083,7 @@ void PM_jetpack(entity this, float maxspd_mod) #ifdef CSQC float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH; - if(autocvar_cl_movement != 3) + if(autocvar_cl_movement == 3) { if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE) this.velocity_z -= g * 0.5; @@ -1091,7 +1091,7 @@ void PM_jetpack(entity this, float maxspd_mod) this.velocity_z -= g; } PM_ClientMovement_Move(this); - if(autocvar_cl_movement != 3) + if(autocvar_cl_movement == 3) { if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND)) if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE) @@ -1174,14 +1174,14 @@ void PM_walk(entity this, float maxspd_mod) } #ifdef CSQC float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH; - if(autocvar_cl_movement != 3) + if(autocvar_cl_movement == 3) { if (!(GAMEPLAYFIX_NOGRAVITYONGROUND)) this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1); } if (vdist(this.velocity, >, 0)) PM_ClientMovement_Move(this); - if(autocvar_cl_movement != 3) + if(autocvar_cl_movement == 3) { if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE) if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND) @@ -1254,7 +1254,7 @@ void PM_air(entity this, float buttons_prev, float maxspd_mod) } #ifdef CSQC float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH; - if(autocvar_cl_movement != 3) + if(autocvar_cl_movement == 3) if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE) this.velocity_z -= g * 0.5; else @@ -1262,7 +1262,7 @@ void PM_air(entity this, float buttons_prev, float maxspd_mod) #endif PM_ClientMovement_Move(this); #ifdef CSQC - if(autocvar_cl_movement != 3) + if(autocvar_cl_movement == 3) if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND)) if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE) this.velocity_z -= g * 0.5; diff --git a/qcsrc/lib/csqcmodel/cl_player.qc b/qcsrc/lib/csqcmodel/cl_player.qc index a4d73c5dc..10f475fb3 100644 --- a/qcsrc/lib/csqcmodel/cl_player.qc +++ b/qcsrc/lib/csqcmodel/cl_player.qc @@ -161,12 +161,12 @@ void CSQCPlayer_Physics(entity this) { if(autocvar_cl_movement) { - if(autocvar_cl_movement == 3) + if(autocvar_cl_movement == 1) CSQCPlayer_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump CSQC_ClientMovement_PlayerMove_Frame(this); - if(autocvar_cl_movement == 3) + if(autocvar_cl_movement == 1) { this.move_origin = this.origin; this.move_angles = this.angles; -- 2.39.2