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-rw-r--r--mp/src/game/shared/gamemovement.cpp20
1 files changed, 20 insertions, 0 deletions
diff --git a/mp/src/game/shared/gamemovement.cpp b/mp/src/game/shared/gamemovement.cpp
index 4f1132b1..8de6fc32 100644
--- a/mp/src/game/shared/gamemovement.cpp
+++ b/mp/src/game/shared/gamemovement.cpp
@@ -55,6 +55,12 @@ ConVar player_limit_jump_speed( "player_limit_jump_speed", "1", FCVAR_REPLICATED
// duck controls. Its value is meaningless anytime we don't have the options window open.
ConVar option_duck_method("option_duck_method", "1", FCVAR_REPLICATED|FCVAR_ARCHIVE );// 0 = HOLD to duck, 1 = Duck is a toggle
+#ifdef STAGING_ONLY
+#ifdef CLIENT_DLL
+ConVar debug_latch_reset_onduck( "debug_latch_reset_onduck", "1", FCVAR_CHEAT );
+#endif
+#endif
+
// [MD] I'll remove this eventually. For now, I want the ability to A/B the optimizations.
bool g_bMovementOptimizations = true;
@@ -4108,8 +4114,15 @@ void CGameMovement::FinishUnDuck( void )
mv->SetAbsOrigin( newOrigin );
#ifdef CLIENT_DLL
+#ifdef STAGING_ONLY
+ if ( debug_latch_reset_onduck.GetBool() )
+ {
+ player->ResetLatched();
+ }
+#else
player->ResetLatched();
#endif
+#endif // CLIENT_DLL
// Recategorize position since ducking can change origin
CategorizePosition();
@@ -4207,8 +4220,15 @@ void CGameMovement::FinishDuck( void )
mv->SetAbsOrigin( out );
#ifdef CLIENT_DLL
+#ifdef STAGING_ONLY
+ if ( debug_latch_reset_onduck.GetBool() )
+ {
+ player->ResetLatched();
+ }
+#else
player->ResetLatched();
#endif
+#endif // CLIENT_DLL
}
// See if we are stuck?