mirror of
https://github.com/mapbase-source/source-sdk-2013.git
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beaae8ac45
* Adds support for Visual Studio 2012 and 2013 * VR Mode: . Switches from headtrack.dll to sourcevr.dll . Improved readability of the UI in VR . Removed the IPD calibration tool. TF2 will now obey the Oculus configuration file. Use the Oculus calibration tool in your SDK or install and run "OpenVR" under Tools in Steam to calibrate your IPD. . Added dropdown to enable VR mode in the Video options. Removed the -vr command line option. . Added the ability to switch in and out of VR mode without quitting the game . By default VR mode will run full screen. To switch back to a borderless window set the vr_force_windowed convar. . Added support for VR mode on Linux * Many assorted bug fixes and other changes from Team Fortress in various shared files
119 lines
6.4 KiB
C++
119 lines
6.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "movevars_shared.h"
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#if defined( TF_CLIENT_DLL ) || defined( TF_DLL )
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#include "tf_gamerules.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// some cvars used by player movement system
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
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#define DEFAULT_GRAVITY_STRING "600"
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#else
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#define DEFAULT_GRAVITY_STRING "800"
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#endif
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float GetCurrentGravity( void )
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{
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#if defined( TF_CLIENT_DLL ) || defined( TF_DLL )
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if ( TFGameRules() )
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{
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return ( sv_gravity.GetFloat() * TFGameRules()->GetGravityMultiplier() );
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}
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#endif
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return sv_gravity.GetFloat();
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}
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ConVar sv_gravity ( "sv_gravity", DEFAULT_GRAVITY_STRING, FCVAR_NOTIFY | FCVAR_REPLICATED, "World gravity." );
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#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
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ConVar sv_stopspeed ( "sv_stopspeed","100", FCVAR_NOTIFY | FCVAR_REPLICATED, "Minimum stopping speed when on ground." );
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#else
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ConVar sv_stopspeed ( "sv_stopspeed","100", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Minimum stopping speed when on ground." );
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#endif // DOD_DLL || CSTRIKE_DLL
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ConVar sv_noclipaccelerate( "sv_noclipaccelerate", "5", FCVAR_NOTIFY | FCVAR_ARCHIVE | FCVAR_REPLICATED);
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ConVar sv_noclipspeed ( "sv_noclipspeed", "5", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_specaccelerate( "sv_specaccelerate", "5", FCVAR_NOTIFY | FCVAR_ARCHIVE | FCVAR_REPLICATED);
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ConVar sv_specspeed ( "sv_specspeed", "3", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_specnoclip ( "sv_specnoclip", "1", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
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ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED);
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#else
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ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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#endif // CSTRIKE_DLL
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#ifdef _XBOX
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ConVar sv_accelerate ( "sv_accelerate", "7", FCVAR_NOTIFY | FCVAR_REPLICATED);
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#else
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
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ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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#else
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ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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#endif // CSTRIKE_DLL
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#endif//_XBOX
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
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ConVar sv_airaccelerate( "sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED, "Play footstep sound for players" );
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ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Max view roll angle");
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#else
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ConVar sv_airaccelerate( "sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Play footstep sound for players" );
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ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle");
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#endif // CSTRIKE_DLL
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#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
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ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED, "World friction." );
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#else
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ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." );
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#endif // DOD_DLL || CSTRIKE_DLL
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
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ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Bounce multiplier for when physically simulated objects collide with other objects." );
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ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED, "Maximum speed any ballistically moving object is allowed to attain per axis." );
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ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED );
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ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED, "How much to slow down backwards motion" );
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ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED, "Vertical view fixup when eyes are near water plane." );
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#else
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ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Bounce multiplier for when physically simulated objects collide with other objects." );
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ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Maximum speed any ballistically moving object is allowed to attain per axis." );
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ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How much to slow down backwards motion" );
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ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Vertical view fixup when eyes are near water plane." );
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#endif // CSTRIKE_DLL
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ConVar sv_skyname ( "sv_skyname", "sky_urb01", FCVAR_ARCHIVE | FCVAR_REPLICATED, "Current name of the skybox texture" );
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// Vehicle convars
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ConVar r_VehicleViewDampen( "r_VehicleViewDampen", "1", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED );
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// Jeep convars
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ConVar r_JeepViewDampenFreq( "r_JeepViewDampenFreq", "7.0", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED );
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ConVar r_JeepViewDampenDamp( "r_JeepViewDampenDamp", "1.0", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar r_JeepViewZHeight( "r_JeepViewZHeight", "10.0", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED );
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// Airboat convars
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ConVar r_AirboatViewDampenFreq( "r_AirboatViewDampenFreq", "7.0", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED );
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ConVar r_AirboatViewDampenDamp( "r_AirboatViewDampenDamp", "1.0", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar r_AirboatViewZHeight( "r_AirboatViewZHeight", "0.0", FCVAR_CHEAT | FCVAR_NOTIFY | FCVAR_REPLICATED );
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