From de5a709d842d979360f0c5eb340e5d7840fdd047 Mon Sep 17 00:00:00 2001 From: terencehill Date: Sat, 27 Jul 2024 10:44:34 +0200 Subject: [PATCH] Move some cvars to the correct config files and remove the "untouchable" cvar cl_warpzone_usetrace --- crosshairs.cfg | 1 - qcsrc/lib/warpzone/common.qc | 6 +----- xonotic-client.cfg | 13 +++++++++++-- xonotic-common.cfg | 9 --------- xonotic-server.cfg | 1 + 5 files changed, 13 insertions(+), 17 deletions(-) diff --git a/crosshairs.cfg b/crosshairs.cfg index 2c040259b..da9b9d1d6 100644 --- a/crosshairs.cfg +++ b/crosshairs.cfg @@ -31,7 +31,6 @@ seta crosshair_hitindication_per_weapon_color "10 10 10" seta crosshair_hitindication_speed 5 // hit testing/tracing for special effects for the crosshair -set g_trueaim_minrange 44 "TrueAim minimum range (TrueAim adjusts shots so they hit the crosshair point even though the gun is not at the screen center)" seta crosshair_hittest 1 "do a crosshair hit evaluation, applying effects from the _blur and _scale cvars" seta crosshair_hittest_blur_teammate 0 "blur the crosshair if the shot is obstructed by a teammate" seta crosshair_hittest_blur_wall 1 "blur the crosshair if the shot is obstructed by a wall or object" diff --git a/qcsrc/lib/warpzone/common.qc b/qcsrc/lib/warpzone/common.qc index 7858311bc..2e3fa4310 100644 --- a/qcsrc/lib/warpzone/common.qc +++ b/qcsrc/lib/warpzone/common.qc @@ -37,7 +37,6 @@ void WarpZone_Accumulator_AddInverse(entity acc, entity wz) WarpZone_Accumulator_AddInverseTransform(acc, wz.warpzone_transform, wz.warpzone_shift); } -float autocvar_cl_warpzone_usetrace = 1; vector WarpZone_camera_transform(entity this, vector org, vector ang) { vector vf, vr, vu; @@ -53,10 +52,7 @@ vector WarpZone_camera_transform(entity this, vector org, vector ang) vf = WarpZone_TransformVelocity(this, vf); vr = WarpZone_TransformVelocity(this, vr); vu = WarpZone_TransformVelocity(this, vu); - if(autocvar_cl_warpzone_usetrace) - traceline(this.warpzone_targetorigin, org, MOVE_NOMONSTERS, NULL); - else - trace_endpos = this.warpzone_targetorigin; + traceline(this.warpzone_targetorigin, org, MOVE_NOMONSTERS, NULL); v_forward = vf; v_right = vr; v_up = vu; diff --git a/xonotic-client.cfg b/xonotic-client.cfg index 6500e727f..a0b94ea73 100644 --- a/xonotic-client.cfg +++ b/xonotic-client.cfg @@ -347,6 +347,10 @@ seta cl_announcer_maptime 3 "play announcer sound telling you the remaining mapt set snd_cdautopause 0 +// sound randomization +snd_identicalsoundrandomization_time -0.1 +snd_identicalsoundrandomization_tics 1 + // aliases: alias +fire +attack alias -fire -attack @@ -530,6 +534,8 @@ con_notifysize 10 con_notifyalign 0 con_textsize 10 +locs_enable 0 // we uses our own replacement of certain % codes in chat messages + seta sbar_info_pos 0 "Y-axis distance from lower right corner for engine info prints" // scoreboard @@ -750,8 +756,6 @@ seta cl_gentle_damage 0 "client side gentle mode for damage flash (hud_damage); set cl_jetpack_attenuation 2 "jetpack sound attenuation" -set cl_warpzone_usetrace 1 "do not touch" - set cl_effects_lightningarc_simple 0 set cl_effects_lightningarc_segmentlength 64 set cl_effects_lightningarc_drift_start 0.45 @@ -879,10 +883,15 @@ seta _termsofservice_accepted 0 // polygonoffset for submodel SUCKS SUCKS SUCKS (only a hack for quake1, we don't need that) r_polygonoffset_submodel_offset 0 r_polygonoffset_submodel_factor 0 + // decals: need a higher polygonoffset than default to not compete with _decal surfaces too much r_polygonoffset_decals_offset -28 r_polygonoffset_decals_factor 0 +// this is mainly for _decal entities (their shaders should use "polygonoffset" shader parameter) - this is "good enough" as it seems, but smaller than the decals one so these don't zfight decals +mod_q3shader_default_polygonoffset -14 +mod_q3shader_default_polygonfactor 0 + // loading screen scr_loadingscreen_background 0 scr_loadingscreen_barcolor "0 0.5 1" diff --git a/xonotic-common.cfg b/xonotic-common.cfg index 899b217cd..e07f0987c 100644 --- a/xonotic-common.cfg +++ b/xonotic-common.cfg @@ -55,7 +55,6 @@ set ekg 0 "Throw huge amounts of gibs" _cl_playermodel "models/player/erebus.iqm" -locs_enable 0 pausable 0 set samelevel 0 "when 1, always play the same level over and over again" @@ -122,10 +121,6 @@ mod_obj_orientation 0 // UTF-8 utf8_enable 1 -// this is mainly for _decal entities (their shaders should use "polygonoffset" shader parameter) - this is "good enough" as it seems, but smaller than the decals one so these don't zfight decals -mod_q3shader_default_polygonoffset -14 -mod_q3shader_default_polygonfactor 0 - // session locking locksession 1 @@ -147,10 +142,6 @@ snd_attenuation_method_1 seta snd_channel8volume 1 "QuakeC controlled background music volume" seta snd_channel9volume 1 "QuakeC controlled ambient sound volume" -// sound randomization -snd_identicalsoundrandomization_time -0.1 -snd_identicalsoundrandomization_tics 1 - set debug_deglobalization_logging 0 "bitfield: 1 logs usage of the old functions which use globals implicitly, 2 logs usage of the new wrappers; support for this can be disabled at compile time for better performance" set debug_deglobalization_clear 0 "make the new wrappers set globals to NaN after use, this helps find bugs but can result in crashes; support for this can be disabled at compile time for better performance" diff --git a/xonotic-server.cfg b/xonotic-server.cfg index 461c2e524..0e937beff 100644 --- a/xonotic-server.cfg +++ b/xonotic-server.cfg @@ -197,6 +197,7 @@ set g_antilag_nudge 0 "don't touch" set g_shootfromeye 1 "shots are fired from your eye/crosshair; visual gun position can still be influenced by cl_gunalign 1 and 2" set g_shootfromcenter 0 "weapon gets moved to the center, shots still come from the barrel of your weapon; visual gun position can still be influenced by cl_gunalign 1 and 2" set g_shootfromfixedorigin "" "if set to a string like 0 y z, the gun is moved to the given y and z coordinates. If set to a string like x y z, the whole shot origin is used" +set g_trueaim_minrange 44 "TrueAim minimum range (TrueAim adjusts shots so they hit the crosshair point even though the gun is not at the screen center)" set g_weapon_stay 0 "1: ghost weapons can be picked up but give no ammo, thrown guns have ammo 2: ghost weapons can be picked up and refill ammo to one pickup size, thrown guns have no ammo (to prevent infinite ammo abuse)" set g_weapon_throwable 1 "if set to 1, weapons can be dropped" set g_powerups -1 "if set to 0 no powerups will spawn, if 1 they will spawn in all game modes, -1 is game mode default" -- 2.39.2