From 7f0d5c536b8c617407f6abfed913f6dddb65e2b8 Mon Sep 17 00:00:00 2001 From: havoc Date: Fri, 27 Aug 2010 19:18:33 +0000 Subject: [PATCH] don't use sv_gameplayfix_stepmultipletimes by default (except in Nexuiz) this fixes an sv_jumpstep-like behavior seen in quake dm2 where you have difficulty falling into lava pits git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10425 d7cf8633-e32d-0410-b094-e92efae38249 --- sv_main.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/sv_main.c b/sv_main.c index 0705b7c1..e4c648cd 100644 --- a/sv_main.c +++ b/sv_main.c @@ -114,7 +114,7 @@ cvar_t sv_gameplayfix_setmodelrealbox = {0, "sv_gameplayfix_setmodelrealbox", "1 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"}; cvar_t sv_gameplayfix_stepdown = {0, "sv_gameplayfix_stepdown", "0", "attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes)"}; cvar_t sv_gameplayfix_stepwhilejumping = {0, "sv_gameplayfix_stepwhilejumping", "1", "applies step-up onto a ledge even while airborn, useful if you would otherwise just-miss the floor when running across small areas with gaps (for instance running across the moving platforms in dm2, or jumping to the megahealth and red armor in dm2 rather than using the bridge)"}; -cvar_t sv_gameplayfix_stepmultipletimes = {0, "sv_gameplayfix_stepmultipletimes", "1", "applies step-up onto a ledge more than once in a single frame, when running quickly up stairs"}; +cvar_t sv_gameplayfix_stepmultipletimes = {0, "sv_gameplayfix_stepmultipletimes", "0", "applies step-up onto a ledge more than once in a single frame, when running quickly up stairs"}; cvar_t sv_gameplayfix_swiminbmodels = {0, "sv_gameplayfix_swiminbmodels", "1", "causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities"}; cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag = {0, "sv_gameplayfix_upwardvelocityclearsongroundflag", "1", "prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods"}; cvar_t sv_gameplayfix_downtracesupportsongroundflag = {0, "sv_gameplayfix_downtracesupportsongroundflag", "1", "prevents very short moves from clearing onground (which may make the player stick to the floor at high netfps)"}; @@ -541,6 +541,7 @@ void SV_Init (void) if (gamemode == GAME_NEXUIZ) { Cvar_SetValueQuick (&sv_gameplayfix_q2airaccelerate, 1); + Cvar_SetValueQuick (&sv_gameplayfix_stepmultipletimes, 1); } sv_mempool = Mem_AllocPool("server", 0, NULL); -- 2.39.2