From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/shared/movevars_shared.cpp | 118 +++++++++++++++++++++++++++++++++ 1 file changed, 118 insertions(+) create mode 100644 mp/src/game/shared/movevars_shared.cpp (limited to 'mp/src/game/shared/movevars_shared.cpp') diff --git a/mp/src/game/shared/movevars_shared.cpp b/mp/src/game/shared/movevars_shared.cpp new file mode 100644 index 00000000..439af89c --- /dev/null +++ b/mp/src/game/shared/movevars_shared.cpp @@ -0,0 +1,118 @@ +//========= 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 ); -- cgit v1.2.3