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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/shared/movevars_shared.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/shared/movevars_shared.cpp')
-rw-r--r--mp/src/game/shared/movevars_shared.cpp118
1 files changed, 118 insertions, 0 deletions
diff --git a/mp/src/game/shared/movevars_shared.cpp b/mp/src/game/shared/movevars_shared.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+
+#include "cbase.h"
+#include "movevars_shared.h"
+
+#if defined( TF_CLIENT_DLL ) || defined( TF_DLL )
+#include "tf_gamerules.h"
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// some cvars used by player movement system
+#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
+#define DEFAULT_GRAVITY_STRING "600"
+#else
+#define DEFAULT_GRAVITY_STRING "800"
+#endif
+
+float GetCurrentGravity( void )
+{
+#if defined( TF_CLIENT_DLL ) || defined( TF_DLL )
+ if ( TFGameRules() )
+ {
+ return ( sv_gravity.GetFloat() * TFGameRules()->GetGravityMultiplier() );
+ }
+#endif
+
+ return sv_gravity.GetFloat();
+}
+
+ConVar sv_gravity ( "sv_gravity", DEFAULT_GRAVITY_STRING, FCVAR_NOTIFY | FCVAR_REPLICATED, "World gravity." );
+
+#if defined( DOD_DLL ) || defined( CSTRIKE_DLL )
+ConVar sv_stopspeed ( "sv_stopspeed","100", FCVAR_NOTIFY | FCVAR_REPLICATED, "Minimum stopping speed when on ground." );
+#else
+ConVar sv_stopspeed ( "sv_stopspeed","100", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Minimum stopping speed when on ground." );
+#endif // DOD_DLL || CSTRIKE_DLL
+
+ConVar sv_noclipaccelerate( "sv_noclipaccelerate", "5", FCVAR_NOTIFY | FCVAR_ARCHIVE | FCVAR_REPLICATED);
+ConVar sv_noclipspeed ( "sv_noclipspeed", "5", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
+ConVar sv_specaccelerate( "sv_specaccelerate", "5", FCVAR_NOTIFY | FCVAR_ARCHIVE | FCVAR_REPLICATED);
+ConVar sv_specspeed ( "sv_specspeed", "3", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
+ConVar sv_specnoclip ( "sv_specnoclip", "1", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
+
+#if defined( CSTRIKE_DLL )
+ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED);
+#else
+ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
+#endif // CSTRIKE_DLL
+
+#ifdef _XBOX
+ ConVar sv_accelerate ( "sv_accelerate", "7", FCVAR_NOTIFY | FCVAR_REPLICATED);
+#else
+
+#if defined( CSTRIKE_DLL )
+ ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
+#else
+ ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
+#endif // CSTRIKE_DLL
+
+#endif//_XBOX
+
+#if defined( CSTRIKE_DLL )
+ConVar sv_airaccelerate( "sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
+ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
+ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED);
+ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED, "Play footstep sound for players" );
+ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED);
+ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Max view roll angle");
+#else
+ConVar sv_airaccelerate( "sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
+ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
+ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
+ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Play footstep sound for players" );
+ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
+ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle");
+#endif // CSTRIKE_DLL
+
+#if defined( DOD_DLL ) || defined( CSTRIKE_DLL )
+ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED, "World friction." );
+#else
+ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." );
+#endif // DOD_DLL || CSTRIKE_DLL
+
+#if defined( CSTRIKE_DLL )
+ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Bounce multiplier for when physically simulated objects collide with other objects." );
+ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED, "Maximum speed any ballistically moving object is allowed to attain per axis." );
+ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED );
+ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED, "How much to slow down backwards motion" );
+ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED, "Vertical view fixup when eyes are near water plane." );
+#else
+ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Bounce multiplier for when physically simulated objects collide with other objects." );
+ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Maximum speed any ballistically moving object is allowed to attain per axis." );
+ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
+ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How much to slow down backwards motion" );
+ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Vertical view fixup when eyes are near water plane." );
+#endif // CSTRIKE_DLL
+
+ConVar sv_skyname ( "sv_skyname", "sky_urb01", FCVAR_ARCHIVE | FCVAR_REPLICATED, "Current name of the skybox texture" );
+
+// Vehicle convars
+ConVar r_VehicleViewDampen( "r_VehicleViewDampen", "1", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED );
+
+// Jeep convars
+ConVar r_JeepViewDampenFreq( "r_JeepViewDampenFreq", "7.0", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED );
+ConVar r_JeepViewDampenDamp( "r_JeepViewDampenDamp", "1.0", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED);
+ConVar r_JeepViewZHeight( "r_JeepViewZHeight", "10.0", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED );
+
+// Airboat convars
+ConVar r_AirboatViewDampenFreq( "r_AirboatViewDampenFreq", "7.0", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED );
+ConVar r_AirboatViewDampenDamp( "r_AirboatViewDampenDamp", "1.0", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED);
+ConVar r_AirboatViewZHeight( "r_AirboatViewZHeight", "0.0", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED );