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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)
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@ -53,7 +53,7 @@ ConVar tf_max_charge_speed( "tf_max_charge_speed", "750", FCVAR_NOTIFY | FCVAR_R
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ConVar tf_parachute_gravity( "tf_parachute_gravity", "0.2f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Gravity while parachute is deployed" );
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ConVar tf_parachute_maxspeed_xy( "tf_parachute_maxspeed_xy", "300.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max XY Speed while Parachute is deployed" );
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ConVar tf_parachute_maxspeed_z( "tf_parachute_maxspeed_z", "-100.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max Z Speed while Parachute is deployed" );
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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" );
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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" );
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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" );
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ConVar tf_parachute_deploy_toggle_allowed( "tf_parachute_deploy_toggle_allowed", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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@ -2625,7 +2625,7 @@ void CTFGameMovement::FullWalkMove()
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{
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if ( m_pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_ACTIVE ) && mv->m_vecVelocity[2] < 0 )
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{
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mv->m_vecVelocity[2] = Max( mv->m_vecVelocity[2], tf_parachute_maxspeed_z.GetFloat() );
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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() );
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float flDrag = tf_parachute_maxspeed_xy.GetFloat();
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// Instead of clamping, we'll dampen
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