Merge branch 'develop' of https://github.com/iw4x/iw4x-client into develop
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commit
f8b9ab46e7
@ -70,7 +70,6 @@ namespace Components
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Command::Execute("xblive_privateserver 0");
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Command::Execute("xstartprivatematch");
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//Command::Execute("xstartlobby");
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Command::Execute("sv_network_fps 1000");
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Command::Execute("cl_maxpackets 125");
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Command::Execute("snaps 30");
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Command::Execute("com_maxfps 125");
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@ -248,9 +248,10 @@ namespace Components
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return Name.get<Game::dvar_t*>();
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}
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const Game::dvar_t* Dvar::Dvar_RegisterSVNetworkFps(const char* dvarName, int /*value*/, int min, int /*max*/, std::uint16_t /*flags*/, const char* description)
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const Game::dvar_t* Dvar::Dvar_RegisterSVNetworkFps(const char* dvarName, int value, int min, int /*max*/, std::uint16_t /*flags*/, const char* description)
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{
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return Game::Dvar_RegisterInt(dvarName, 1000, min, 1000, Game::DVAR_NONE, description);
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// bump limit up to 1000
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return Game::Dvar_RegisterInt(dvarName, Dedicated::IsEnabled() ? 1000 : value, min, 1000, Game::DVAR_NONE, description);
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}
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const Game::dvar_t* Dvar::Dvar_RegisterPerkExtendedMeleeRange(const char* dvarName, float value, float min, float /*max*/, std::uint16_t flags, const char* description)
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@ -320,6 +320,12 @@ namespace Components
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void Maps::ForceRefreshArenas()
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{
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if (!FastFiles::Ready())
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{
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Logger::Print("Not refreshing arenas (fastfiles are not ready yet)\n");
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return;
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}
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if (Game::Sys_IsMainThread())
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{
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if (*Game::g_quitRequested)
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@ -191,6 +191,15 @@ namespace Components
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return PartyEnable.get<bool>();
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}
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__declspec(naked) void PartyMigrate_HandlePacket()
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{
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__asm
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{
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mov eax, 0;
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retn;
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}
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}
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Party::Party()
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{
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if (ZoneBuilder::IsEnabled())
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@ -201,6 +210,9 @@ namespace Components
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PartyEnable = Dvar::Register<bool>("party_enable", Dedicated::IsEnabled(), Game::DVAR_NONE, "Enable party system");
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Dvar::Register<bool>("xblive_privatematch", true, Game::DVAR_INIT, "");
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// Kill the party migrate handler - it's not necessary and has apparently been used in the past for trickery?
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Utils::Hook(0x46AB70, PartyMigrate_HandlePacket, HOOK_JUMP).install()->quick();
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// various changes to SV_DirectConnect-y stuff to allow non-party joinees
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Utils::Hook::Set<WORD>(0x460D96, 0x90E9);
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Utils::Hook::Set<BYTE>(0x460F0A, 0xEB);
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@ -304,46 +304,46 @@ namespace Components
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void PlayerMovement::RegisterMovementDvars()
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{
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PlayerDuckedSpeedScale = Game::Dvar_RegisterFloat("player_duckedSpeedScale",
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0.65f, 0.0f, 5.0f, Game::DVAR_CODINFO,
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0.65f, 0.0f, 5.0f, Game::DVAR_CHEAT,
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"The scale applied to the player speed when ducking");
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PlayerProneSpeedScale = Game::Dvar_RegisterFloat("player_proneSpeedScale",
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0.15f, 0.0f, 5.0f, Game::DVAR_CODINFO,
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0.15f, 0.0f, 5.0f, Game::DVAR_CHEAT,
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"The scale applied to the player speed when crawling");
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// 3arc naming convention
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CGUfoScaler = Game::Dvar_RegisterFloat("cg_ufo_scaler",
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6.0f, 0.001f, 1000.0f, Game::DVAR_CODINFO,
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6.0f, 0.001f, 1000.0f, Game::DVAR_CHEAT,
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"The speed at which ufo camera moves");
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CGNoclipScaler = Game::Dvar_RegisterFloat("cg_noclip_scaler",
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3.0f, 0.001f, 1000.0f, Game::DVAR_CODINFO,
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3.0f, 0.001f, 1000.0f, Game::DVAR_CHEAT,
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"The speed at which noclip camera moves");
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BGDisableLandingSlowdown = Game::Dvar_RegisterBool("bg_disableLandingSlowdown",
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false, Game::DVAR_CODINFO, "Toggle landing slowdown");
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false, Game::DVAR_CHEAT, "Toggle landing slowdown");
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BGBunnyHopAuto = Game::Dvar_RegisterBool("bg_bunnyHopAuto",
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false, Game::DVAR_CODINFO, "Constantly jump when holding space");
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false, Game::DVAR_CHEAT, "Constantly jump when holding space");
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BGRocketJump = Game::Dvar_RegisterBool("bg_rocketJump",
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false, Game::DVAR_CODINFO, "Enable CoD4 rocket jumps");
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false, Game::DVAR_CHEAT, "Enable CoD4 rocket jumps");
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BGRocketJumpScale = Game::Dvar_RegisterFloat("bg_rocketJumpScale",
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64.0f, 1.0f, std::numeric_limits<float>::max(), Game::DVAR_CODINFO,
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64.0f, 1.0f, std::numeric_limits<float>::max(), Game::DVAR_CHEAT,
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"The scale applied to the pushback force of a rocket");
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BGPlayerEjection = Game::Dvar_RegisterBool("bg_playerEjection",
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true, Game::DVAR_CODINFO, "Push intersecting players away from each other");
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true, Game::DVAR_CHEAT, "Push intersecting players away from each other");
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BGPlayerCollision = Game::Dvar_RegisterBool("bg_playerCollision",
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true, Game::DVAR_CODINFO, "Push intersecting players away from each other");
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true, Game::DVAR_CHEAT, "Push intersecting players away from each other");
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BGClimbAnything = Game::Dvar_RegisterBool("bg_climbAnything",
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false, Game::DVAR_CODINFO, "Treat any surface as a ladder");
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false, Game::DVAR_CHEAT, "Treat any surface as a ladder");
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BGRecoilMultiplier = Game::Dvar_RegisterFloat("bg_recoilMultiplier",
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1.0f, 0.0f, 1000.0f, Game::DVAR_CODINFO,
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1.0f, 0.0f, 1000.0f, Game::DVAR_CHEAT,
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"The scale applied to the player recoil when firing");
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}
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@ -1,6 +1,6 @@
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#pragma once
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#define PROTOCOL 0x97
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#define PROTOCOL 0x98
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#define NUM_CUSTOM_CLASSES 15
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#define FX_ELEM_FIELD_COUNT 90
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