mirror of
https://github.com/yquake2/rogue.git
synced 2024-11-28 15:02:22 +00:00
Refine the g_footstep
cvar.
There were complains that always generating footsteps is annoying, because there will be footsteps while swimming or jumping. Refine the cvar a little bit: * `0`: No footsteps at all. * `1`: Vanilla Quake II behavior. * `2`: Always footsteps as long as the player has a ground entity. * `3`: Always footsteps. The changes the meaning of the values, `2` has become `3`. Closes yquake2/yquake2#738.
This commit is contained in:
parent
6cc225d670
commit
19a6d805a9
1 changed files with 10 additions and 0 deletions
|
@ -1114,6 +1114,16 @@ G_SetClientEvent(edict_t *ent)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (g_footsteps->value == 2)
|
else if (g_footsteps->value == 2)
|
||||||
|
{
|
||||||
|
if (ent->groundentity)
|
||||||
|
{
|
||||||
|
if ((int)(current_client->bobtime + bobmove) != bobcycle)
|
||||||
|
{
|
||||||
|
ent->s.event = EV_FOOTSTEP;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (g_footsteps->value >= 3)
|
||||||
{
|
{
|
||||||
if ((int)(current_client->bobtime + bobmove) != bobcycle)
|
if ((int)(current_client->bobtime + bobmove) != bobcycle)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue