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
This commit is contained in:
Spoike 2023-01-09 05:15:18 +00:00
parent e257a9e231
commit c7e9f8631c

View file

@ -38,9 +38,12 @@ void QDECL SV_NQPhysicsUpdate(cvar_t *var, char *oldvalue)
{
if (!strcmp(var->string, "auto") || !strcmp(var->string, ""))
{ //prediction requires nq physics, so use it by default in multiplayer.
if ( progstype <= PROG_QW || //none or qw use qw physics by default
(!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.
(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)
if ((svprogfuncs&&PR_FindFunction(svprogfuncs, "SV_RunClientCommand", PR_ANY)))
var->ival = 0; //mods that use explicit custom player physics/pred ALWAYS want qw-like physics (just hope noone forces it off)
else if ((svprogfuncs&&PR_FindFunction(svprogfuncs, "SV_PlayerPhysics", PR_ANY)))
var->ival = 1; //DP mods wanting DP's weird physics also suffer NQ behaviours
else if ( progstype <= PROG_QW || //none or qw use qw physics by default
(!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.
var->ival = 0;
else
var->ival = 1;