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Try to support DP mods a bit better.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6341 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 6 additions and 3 deletions
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@ -38,9 +38,12 @@ void QDECL SV_NQPhysicsUpdate(cvar_t *var, char *oldvalue)
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{
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if (!strcmp(var->string, "auto") || !strcmp(var->string, ""))
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{ //prediction requires nq physics, so use it by default in multiplayer.
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if ( progstype <= PROG_QW || //none or qw use qw physics by default
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(!isDedicated && sv.allocated_client_slots > 1) || //multiplayer dedicated servers use qw physics for nq mods too. server admins are expected to be able to spend a little more time to configure things properly.
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(svprogfuncs&&PR_FindFunction(svprogfuncs, "SV_RunClientCommand", PR_ANY))) //mods that use explicit custom player physics/pred ALWAYS want qw physics (just hope noone forces it off)
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if ((svprogfuncs&&PR_FindFunction(svprogfuncs, "SV_RunClientCommand", PR_ANY)))
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var->ival = 0; //mods that use explicit custom player physics/pred ALWAYS want qw-like physics (just hope noone forces it off)
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else if ((svprogfuncs&&PR_FindFunction(svprogfuncs, "SV_PlayerPhysics", PR_ANY)))
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var->ival = 1; //DP mods wanting DP's weird physics also suffer NQ behaviours
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else if ( progstype <= PROG_QW || //none or qw use qw physics by default
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(!isDedicated && sv.allocated_client_slots > 1)) //multiplayer dedicated servers use qw physics for nq mods too. server admins are expected to be able to spend a little more time to configure things properly.
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var->ival = 0;
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else
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var->ival = 1;
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