Restore functionality to tf_parachute_maxspeed_onfire_z but set its value to match tf_parachute_maxspeed_z

This allows servers to restore the original functionality with a value of '10.0f' (or whatever other value they desire)
This commit is contained in:
FlaminSarge 2025-02-19 00:04:02 -08:00
parent 0759e2e8e1
commit 004a4e96fa

View file

@ -53,7 +53,7 @@ ConVar tf_max_charge_speed( "tf_max_charge_speed", "750", FCVAR_NOTIFY | FCVAR_R
ConVar tf_parachute_gravity( "tf_parachute_gravity", "0.2f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Gravity while parachute is deployed" );
ConVar tf_parachute_maxspeed_xy( "tf_parachute_maxspeed_xy", "300.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max XY Speed while Parachute is deployed" );
ConVar tf_parachute_maxspeed_z( "tf_parachute_maxspeed_z", "-100.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max Z Speed while Parachute is deployed" );
ConVar tf_parachute_maxspeed_onfire_z( "tf_parachute_maxspeed_onfire_z", "10.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max Z Speed when on Fire and Parachute is deployed" );
ConVar tf_parachute_maxspeed_onfire_z( "tf_parachute_maxspeed_onfire_z", "-100.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max Z Speed when on Fire and Parachute is deployed" );
ConVar tf_parachute_aircontrol( "tf_parachute_aircontrol", "2.5f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Multiplier for how much air control players have when Parachute is deployed" );
ConVar tf_parachute_deploy_toggle_allowed( "tf_parachute_deploy_toggle_allowed", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
@ -2630,8 +2630,8 @@ void CTFGameMovement::FullWalkMove()
{
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_ACTIVE ) && mv->m_vecVelocity[2] < 0 )
{
mv->m_vecVelocity[2] = Max( mv->m_vecVelocity[2], tf_parachute_maxspeed_z.GetFloat() );
mv->m_vecVelocity[2] = Max( mv->m_vecVelocity[2], m_pTFPlayer->m_Shared.InCond( TF_COND_BURNING ) ? tf_parachute_maxspeed_onfire_z.GetFloat() : tf_parachute_maxspeed_z.GetFloat() );
float flDrag = tf_parachute_maxspeed_xy.GetFloat();
// Instead of clamping, we'll dampen
float flSpeedX = abs( mv->m_vecVelocity[0] );