From ad6c996c2ecbb955398eff4b7e77bdb8fc7be916 Mon Sep 17 00:00:00 2001 From: FlaminSarge Date: Wed, 19 Feb 2025 00:04:02 -0800 Subject: [PATCH] Restore functionality to tf_parachute_maxspeed_onfire_z but set its value to match tf_parachute_maxspeed_z This allows servers to restore the original functionality with a value of '10.0f' (or whatever other value they desire) --- src/game/shared/tf/tf_gamemovement.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/game/shared/tf/tf_gamemovement.cpp b/src/game/shared/tf/tf_gamemovement.cpp index c045211ab..91e1c0c81 100644 --- a/src/game/shared/tf/tf_gamemovement.cpp +++ b/src/game/shared/tf/tf_gamemovement.cpp @@ -53,7 +53,7 @@ ConVar tf_max_charge_speed( "tf_max_charge_speed", "750", FCVAR_NOTIFY | FCVAR_R ConVar tf_parachute_gravity( "tf_parachute_gravity", "0.2f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Gravity while parachute is deployed" ); ConVar tf_parachute_maxspeed_xy( "tf_parachute_maxspeed_xy", "300.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max XY Speed while Parachute is deployed" ); ConVar tf_parachute_maxspeed_z( "tf_parachute_maxspeed_z", "-100.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max Z Speed while Parachute is deployed" ); -ConVar tf_parachute_maxspeed_onfire_z( "tf_parachute_maxspeed_onfire_z", "10.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max Z Speed when on Fire and Parachute is deployed" ); +ConVar tf_parachute_maxspeed_onfire_z( "tf_parachute_maxspeed_onfire_z", "-100.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max Z Speed when on Fire and Parachute is deployed" ); ConVar tf_parachute_aircontrol( "tf_parachute_aircontrol", "2.5f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Multiplier for how much air control players have when Parachute is deployed" ); ConVar tf_parachute_deploy_toggle_allowed( "tf_parachute_deploy_toggle_allowed", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); @@ -2625,8 +2625,8 @@ void CTFGameMovement::FullWalkMove() { if ( m_pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_ACTIVE ) && mv->m_vecVelocity[2] < 0 ) { - mv->m_vecVelocity[2] = Max( mv->m_vecVelocity[2], tf_parachute_maxspeed_z.GetFloat() ); - + mv->m_vecVelocity[2] = Max( mv->m_vecVelocity[2], m_pTFPlayer->m_Shared.InCond( TF_COND_BURNING ) ? tf_parachute_maxspeed_onfire_z.GetFloat() : tf_parachute_maxspeed_z.GetFloat() ); + float flDrag = tf_parachute_maxspeed_xy.GetFloat(); // Instead of clamping, we'll dampen float flSpeedX = abs( mv->m_vecVelocity[0] );