X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=sv_main.c;h=86436e03f92d1dd7eba462051e2da324cea3f100;hb=90fc25df60d63553059f575e13869ca81518e71a;hp=ba1ad585c25d42ce964934cbcdbe67fc10f2070a;hpb=23e1c7f7a0e5707bfb4553712ae9c6d549037660;p=xonotic%2Fdarkplaces.git diff --git a/sv_main.c b/sv_main.c index ba1ad585..86436e03 100644 --- a/sv_main.c +++ b/sv_main.c @@ -98,7 +98,7 @@ cvar_t sv_gameplayfix_multiplethinksperframe = {0, "sv_gameplayfix_multiplethink cvar_t sv_gameplayfix_noairborncorpse = {0, "sv_gameplayfix_noairborncorpse", "1", "causes entities (corpses, items, etc) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them"}; cvar_t sv_gameplayfix_noairborncorpse_allowsuspendeditems = {0, "sv_gameplayfix_noairborncorpse_allowsuspendeditems", "1", "causes entities sitting ontop of objects that are instantaneously remove to float in midair (special hack to allow a common level design trick for floating items)"}; cvar_t sv_gameplayfix_nudgeoutofsolid = {0, "sv_gameplayfix_nudgeoutofsolid", "1", "attempts to fix physics errors (where an object ended up in solid for some reason)"}; -cvar_t sv_gameplayfix_nudgeoutofsolid_bias = {0, "sv_gameplayfix_nudgeoutofsolid_bias", "0.03125", "over-correction on nudgeoutofsolid logic, to prevent constant contact"}; +cvar_t sv_gameplayfix_nudgeoutofsolid_bias = {0, "sv_gameplayfix_nudgeoutofsolid_bias", "0", "over-correction on nudgeoutofsolid logic, to prevent constant contact"}; cvar_t sv_gameplayfix_q2airaccelerate = {0, "sv_gameplayfix_q2airaccelerate", "0", "Quake2-style air acceleration"}; cvar_t sv_gameplayfix_setmodelrealbox = {0, "sv_gameplayfix_setmodelrealbox", "1", "fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods"}; cvar_t sv_gameplayfix_slidemoveprojectiles = {0, "sv_gameplayfix_slidemoveprojectiles", "1", "allows MOVETYPE_FLY/FLYMISSILE/TOSS/BOUNCE/BOUNCEMISSILE entities to finish their move in a frame even if they hit something, fixes 'gravity accumulation' bug for grenades on steep slopes"};