nx1-gsc-dump/maps/mp/_moon_mp.gsc
2024-09-04 23:46:54 +10:00

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