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70 lines
2.9 KiB
Plaintext
70 lines
2.9 KiB
Plaintext
//TagZP<NOTE> We want this to do the same thing that the sp setup does. If any of these commented out
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//tweak values are changed move them into constatns so both sp and mp has access.
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main()
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{
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//gravity_scale = common_scripts\_moon::getMoonGlobalGravityScale();
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turn_scale = 1.0; //common_scripts\_moon::getMoonGlobalTurnRateScale();
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ads_yaw = common_scripts\_moon::getMoonGlobalADSYaw();
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ads_pitch = common_scripts\_moon::getMoonGlobalADSPitch();
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//moongrav = getdvarint( "player_moon_grav_scale" );
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//println( "!!!!!setting global gravity scale!!!!!!!!!!!!" );
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setdvar( "phys_global_gravity_scale", 0.25 );
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setdvar( "aim_scale_turn_rate", turn_scale );
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setdvar( "aim_turnrate_pitch_ads", ads_pitch);
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setdvar( "aim_turnrate_yaw_ads", ads_yaw);
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level._use_moon_gravity = true;
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//these values can be changed to effect the way in which the player behaves in gravity.
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//Setting values to 1.0 will make them behave like on earth. I've given them values here
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//of their defaults, ones that seemed correct for me. They will have no effect without
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//the below call to SetMoonGravity as they are only used in the player movement code.
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//These shouldn't stay dvars, but become #define once we're happy with them.
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//setdvar( "player_moon_grav_stop_scalar", "0.20");
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//setdvar( "player_moon_grav_start_scalar", "0.20");
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//setdvar( "player_moon_grav_speed_scalar", "0.65");
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//These values effect the way in which the player rig behaves in moon gravity.
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//Larger vertical bob amplitude will cause the player to bob higher in their steps.
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//Larger horizontal bob amplitude will give the impression of more sway in the walk.
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//Smaller bob speeds will decrease how quickly the player rig bob cycles, not the actual movement speed.
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//They will have no effect without the below call to SetMoonGravity as they are
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//only used in the player movement code.
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//These shouldn't stay dvars, but become #define once we're happy with them.
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//setdvar( "weapon_view_moon_vertical_bob_amp", "4.0" );
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//setdvar( "weapon_view_moon_horizontal_bob_amp", "1.5" );
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//setdvar( "weapon_view_moon_bob_speed", "0.5" );
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//This value effects the overall height of the jump. Adding in variable jump height, I had to suppress some of
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//jump height because it was getting too high.
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//setdvar( "player_moon_grav_variable_jump_scalar", "0.2" );
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}
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init_moon_player()
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{
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if( isDefined( level._use_moon_gravity ))
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{
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if( level._use_moon_gravity == true )
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{
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//println( "!!!!!setting player moon gravity!!!!!!!!!!!!" );
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self SetMoonGravity( true );
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self EnableMoonHelmetHUD();
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maps\mp\perks\_perks::givePerk( "specialty_moonsuit" );
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}
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else
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{
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//println( "!!!!!setting player Earth gravity!!!!!!!!!!!!" );
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self SetMoonGravity( false );
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self DisableMoonHelmetHud();
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}
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}
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else
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{
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//println( "!!!!!setting player Earth gravity!!!!!!!!!!!!" );
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self SetMoonGravity( false );
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self DisableMoonHelmetHud();
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}
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} |