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New CVars: sv_autobunnyhopping
and sv_enablebunnyhopping
(#686)
* Add bunnyhopping * Add missing cvar register. Added cvars to readme and cfg * API added * Changed define
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@ -100,6 +100,8 @@ This means that plugins that do binary code analysis (Orpheu for example) probab
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| mp_fadetoblack | 0 | 0 | 2 | Observer's screen will fade to black on kill event or permanent.<br/> `0` No fade.<br/>`1` Fade to black and won't be able to watch anybody.<br/>`2` fade to black only on kill moment. |
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| mp_falldamage | 1 | 0 | 1 | Damage from falling.<br/>`0` disabled <br/>`1` enabled |
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| sv_allchat | 1 | 0 | 1 | Players can receive all other players text chat, team restrictions apply<br/>`0` disabled <br/>`1` enabled |
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| sv_autobunnyhopping | 0 | 0 | 1 | Players automatically re-jump while holding jump button.<br/>`0` disabled <br/>`1` enabled |
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| sv_enablebunnyhopping | 0 | 0 | 1 | Allow player speed to exceed maximum running speed.<br/>`0` disabled <br/>`1` enabled |
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</details>
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## How to install zBot for CS 1.6?
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14
dist/game.cfg
vendored
14
dist/game.cfg
vendored
@ -462,3 +462,17 @@ mp_free_armor 0
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//
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// Default value: "0"
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sv_allchat 0
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// Players automatically re-jump while holding jump button.
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// 0 - disabled (default behaviour)
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// 1 - enabled
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//
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// Default value: "0"
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sv_autobunnyhopping 0
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// Allow player speed to exceed maximum running speed
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// 0 - disabled (default behaviour)
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// 1 - enabled
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//
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// Default value: "0"
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sv_enablebunnyhopping 0
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@ -539,6 +539,8 @@ void CCSPlayer::Reset()
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m_iWeaponInfiniteIds = 0;
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m_bCanShootOverride = false;
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m_bGameForcingRespawn = false;
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m_bAutoBunnyHopping = false;
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m_bMegaBunnyJumping = false;
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}
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void CCSPlayer::OnSpawn()
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@ -159,6 +159,8 @@ cvar_t t_default_weapons_secondary = { "mp_t_default_weapons_secondary", "
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cvar_t t_default_weapons_primary = { "mp_t_default_weapons_primary", "", 0, 0.0f, nullptr };
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cvar_t free_armor = { "mp_free_armor", "0", 0, 0.0f, nullptr };
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cvar_t allchat = { "sv_allchat", "0", 0, 0.0f, nullptr };
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cvar_t sv_autobunnyhopping = { "sv_autobunnyhopping", "0", 0, 0.0f, nullptr };
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cvar_t sv_enablebunnyhopping = { "sv_enablebunnyhopping", "0", 0, 0.0f, nullptr };
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void GameDLL_Version_f()
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{
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@ -387,6 +389,8 @@ void EXT_FUNC GameDLLInit()
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CVAR_REGISTER(&t_default_weapons_primary);
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CVAR_REGISTER(&free_armor);
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CVAR_REGISTER(&allchat);
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CVAR_REGISTER(&sv_autobunnyhopping);
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CVAR_REGISTER(&sv_enablebunnyhopping);
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// print version
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CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n");
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@ -185,6 +185,8 @@ extern cvar_t t_default_weapons_secondary;
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extern cvar_t t_default_weapons_primary;
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extern cvar_t free_armor;
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extern cvar_t allchat;
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extern cvar_t sv_autobunnyhopping;
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extern cvar_t sv_enablebunnyhopping;
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#endif
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@ -2418,8 +2418,19 @@ void PM_Jump()
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return;
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}
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#ifdef REGAMEDLL_API
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const CCSPlayer* player = UTIL_PlayerByIndex(pmove->player_index + 1)->CSPlayer();
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#endif
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// don't pogo stick
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if (pmove->oldbuttons & IN_JUMP)
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if (pmove->oldbuttons & IN_JUMP
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#ifdef REGAMEDLL_ADD
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&& sv_autobunnyhopping.value <= 0.0
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#ifdef REGAMEDLL_API
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&& !player->m_bAutoBunnyHopping
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#endif
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#endif
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)
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{
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return;
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}
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@ -2434,7 +2445,16 @@ void PM_Jump()
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// In the air now.
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pmove->onground = -1;
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PM_PreventMegaBunnyJumping();
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#ifdef REGAMEDLL_ADD
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if (sv_enablebunnyhopping.value <= 0.0
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#ifdef REGAMEDLL_API
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&& !player->m_bMegaBunnyJumping
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#endif
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)
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#endif
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{
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PM_PreventMegaBunnyJumping();
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}
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real_t fvel = Length(pmove->velocity);
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float fvol = 1.0f;
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@ -46,7 +46,9 @@ public:
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m_iWeaponInfiniteAmmo(0),
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m_iWeaponInfiniteIds(0),
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m_bCanShootOverride(false),
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m_bGameForcingRespawn(false)
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m_bGameForcingRespawn(false),
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m_bAutoBunnyHopping(false),
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m_bMegaBunnyJumping(false)
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{
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m_szModel[0] = '\0';
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}
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@ -125,6 +127,8 @@ public:
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int m_iWeaponInfiniteIds;
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bool m_bCanShootOverride;
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bool m_bGameForcingRespawn;
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bool m_bAutoBunnyHopping;
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bool m_bMegaBunnyJumping;
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};
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// Inlines
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