* Broke up function declarations into 3 categories: FF-specific, Extended (meaning the BaseClass function is always called in the overwritten function), and Overwritten (meaning the BaseClass function is probably never called)
* Moved #defines and variables into their own files (not sure how best to handle this, just copying movevars_shared.cpp/.h for now)
* Added Doxygen comment blocks to each function implementation
- A CategorizePosition call that sets the player's GroundEntity if they have jump pressed that was called every PlayerMove in 2006 code is called only when needed in 2013 code. Made it call CategorizePosition if jump is pressed. This fix could potentially be handled better.
the two .sh files got windows newlines, so fix those too while we're here
note: should use an awk script for "#elif BOOST_PP" -> "#else if BOOST_PP" transform ..
Conflicts:
mp/src/thirdparty/boost/functional/overloaded_function.hpp
mp/src/thirdparty/boost/functional/overloaded_function/detail/base.hpp
mp/src/thirdparty/boost/local_function/aux_/function.hpp
mp/src/thirdparty/boost/mpl/apply_wrap.hpp
mp/src/thirdparty/boost/mpl/aux_/advance_backward.hpp
mp/src/thirdparty/boost/mpl/aux_/advance_forward.hpp
mp/src/thirdparty/boost/mpl/bind.hpp
mp/src/thirdparty/boost/numeric/conversion/detail/numeric_cast_traits.hpp
mp/src/thirdparty/boost/spirit/home/phoenix/statement/detail/catch_all_eval.hpp
mp/src/thirdparty/boost/spirit/home/phoenix/statement/detail/catch_eval.hpp
mp/src/thirdparty/boost/variant/detail/substitute.hpp
the two .sh files got windows newlines, so fix those too while we're here
Conflicts:
mp/src/thirdparty/boost/parameter/aux_/python/invoker_iterate.hpp
mp/src/thirdparty/boost/python/detail/result.hpp
mp/src/thirdparty/boost/python/detail/target.hpp
- Rewrote a lot of the function to make it less redundant/cleaner, moved some things into their own functions
- Downtrimping, trimping, soft/hard caps should work; doublejump is not yet ported
- Note: The client seems to call CheckJumpButton like 5 times for every one time the server does; need to investigate that more
* Ported headcrush
- Untested
* Made default gravity for FF 800
- Note: FFPlayer still derives from CBaseHLPlayer, which has HL-style sprinting code and whatnot, will probably want to end up removing that inheritance
- All references to the old HL2MP player have been switched to our FF player (temporarily if we end up replacing those files)
- Removed all instances of m_surfaceFriction being commented out and fixed m_surfaceFriction being set to .25 whenever in the air (this should allow for materials to set their own friction and actually have it do something)
- Set g_bMovementOptimizations back to true (wasn't meant to be false)
- Reverted any ported code in functions overwritten in FF's own GameMovement class and added a comment above the base class saying it's unused
* Added C_FF_SH_GameMovement class (is this an acceptable class naming scheme?)
- Lots of code left unported in this file
- Overwrites the PlayerRoughLandingEffects, Duck, and FinishUnDuck functions for now
* Excluded hl_gamemovement files from the project (there can only be one IGameMovement interface exposed at a time)
Conflicts:
mp/src/game/client/client_ff.vpc
player fall damage (seems improved since 2006, waiting on Player code)
spy cloak speed mods (waiting for player obviously)
kinda funny, hl2dm sprint makes you go slower since the tfc friction values :D
I was wrong about having 'to include the entire contents' of HL2MP VPCs.
Made it easy to remove HL2DM sdk files as we go without touching stock VPCs,
through usage of '-$File' wizardry. it needs folder structure to match for some
wacky fun reason though.
oops shoulda done this before previous work, no prob
nuked the test luaman, hope no problem there
added scriptman serverside like 2.46 for now, will move
to shared once i get this working
Conflicts:
mp/src/game/server/server_ff.vpc