upload "kind" alien swarm

This commit is contained in:
nillerusr
2023-10-03 17:23:56 +03:00
parent b7bd94c52e
commit 7d3c0d8b5a
4229 changed files with 462903 additions and 495158 deletions

View File

@@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@@ -8,20 +8,18 @@
#include "obstacle_pushaway.h"
#include "props_shared.h"
#if defined( CSTRIKE_DLL )
#define SV_PUSH_CONVAR_FLAGS (FCVAR_REPLICATED)
#else
#define SV_PUSH_CONVAR_FLAGS (FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY)
#endif // CSTRIKE_DLL
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------------------------------
ConVar sv_pushaway_force( "sv_pushaway_force", "30000", SV_PUSH_CONVAR_FLAGS, "How hard physics objects are pushed away from the players on the server." );
ConVar sv_pushaway_min_player_speed( "sv_pushaway_min_player_speed", "75", SV_PUSH_CONVAR_FLAGS, "If a player is moving slower than this, don't push away physics objects (enables ducking behind things)." );
ConVar sv_pushaway_max_force( "sv_pushaway_max_force", "1000", SV_PUSH_CONVAR_FLAGS, "Maximum amount of force applied to physics objects by players." );
ConVar sv_pushaway_clientside( "sv_pushaway_clientside", "0", SV_PUSH_CONVAR_FLAGS, "Clientside physics push away (0=off, 1=only localplayer, 1=all players)" );
ConVar sv_pushaway_force( "sv_pushaway_force", "30000", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How hard physics objects are pushed away from the players on the server." );
ConVar sv_pushaway_min_player_speed( "sv_pushaway_min_player_speed", "75", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "If a player is moving slower than this, don't push away physics objects (enables ducking behind things)." );
ConVar sv_pushaway_max_force( "sv_pushaway_max_force", "1000", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Maximum amount of force applied to physics objects by players." );
ConVar sv_pushaway_clientside( "sv_pushaway_clientside", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Clientside physics push away (0=off, 1=only localplayer, 1=all players)" );
ConVar sv_pushaway_player_force( "sv_pushaway_player_force", "200000", SV_PUSH_CONVAR_FLAGS | FCVAR_CHEAT, "How hard the player is pushed away from physics objects (falls off with inverse square of distance)." );
ConVar sv_pushaway_max_player_force( "sv_pushaway_max_player_force", "10000", SV_PUSH_CONVAR_FLAGS | FCVAR_CHEAT, "Maximum of how hard the player is pushed away from physics objects." );
ConVar sv_pushaway_player_force( "sv_pushaway_player_force", "200000", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "How hard the player is pushed away from physics objects (falls off with inverse square of distance)." );
ConVar sv_pushaway_max_player_force( "sv_pushaway_max_player_force", "10000", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Maximum of how hard the player is pushed away from physics objects." );
#ifdef CLIENT_DLL
ConVar sv_turbophysics( "sv_turbophysics", "0", FCVAR_REPLICATED, "Turns on turbo physics" );
@@ -198,7 +196,14 @@ void AvoidPushawayProps( CBaseCombatCharacter *pPlayer, CUserCmd *pCmd )
// against physics objects.
Vector currentdir;
Vector rightdir;
AngleVectors( pCmd->viewangles, &currentdir, &rightdir, NULL );
if (g_pGameRules->IsTopDown())
{
AngleVectors( g_pGameRules->GetTopDownMovementAxis(), &currentdir, &rightdir, NULL );
}
else
{
AngleVectors( pCmd->viewangles, &currentdir, &rightdir, NULL );
}
CBaseEntity *props[512];
#ifdef CLIENT_DLL
@@ -296,7 +301,7 @@ void PerformObstaclePushaway( CBaseCombatCharacter *pPushingEntity )
// if sv_pushaway_clientside is 1, only local player can push them
CBasePlayer *pPlayer = pPushingEntity->IsPlayer() ? (dynamic_cast< CBasePlayer * >(pPushingEntity)) : NULL;
if ( (sv_pushaway_clientside.GetInt() == 1) && (!pPlayer || !pPlayer->IsLocalPlayer()) )
if ( (sv_pushaway_clientside.GetInt() == 1) && (!pPlayer || !C_BasePlayer::IsLocalPlayer( pPlayer )) )
return;
int nEnts = GetPushawayEnts( pPushingEntity, props, ARRAYSIZE( props ), 3.0f, PARTITION_CLIENT_RESPONSIVE_EDICTS, NULL );