cvar_t sv_wallfriction = {CVAR_NOTIFY, "sv_wallfriction", "1", "how much you slow down when sliding along a wall"};
cvar_t sv_wateraccelerate = {0, "sv_wateraccelerate", "-1", "rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead"};
cvar_t sv_waterfriction = {CVAR_NOTIFY, "sv_waterfriction","-1", "how fast you slow down, if less than 0 the sv_friction variable is used instead"};
+cvar_t sv_warsowbunny_airforwardaccel = {0, "sv_warsowbunny_airforwardaccel", "1.00001", "how fast you accelerate until you reach sv_maxspeed"};
+cvar_t sv_warsowbunny_accel = {0, "sv_warsowbunny_accel", "0.1585", "how fast you accelerate until after reaching sv_maxspeed (it gets harder as you near sv_warsowbunny_topspeed)"};
+cvar_t sv_warsowbunny_topspeed = {0, "sv_warsowbunny_topspeed", "925", "soft speed limit (can get faster with rjs and on ramps)"};
+cvar_t sv_warsowbunny_turnaccel = {0, "sv_warsowbunny_turnaccel", "0", "max sharpness of turns (also master switch for the sv_warsowbunny_* mode; set this to 9 to enable)"};
+cvar_t sv_warsowbunny_backtosideratio = {0, "sv_warsowbunny_backtosideratio", "0.8", "lower values make it easier to change direction without losing speed; the drawback is \"understeering\" in sharp turns"};
cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.0138889", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 0.0138889 matches QuakeWorld physics"};
cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
Cvar_RegisterVariable (&sv_wallfriction);
Cvar_RegisterVariable (&sv_wateraccelerate);
Cvar_RegisterVariable (&sv_waterfriction);
+ Cvar_RegisterVariable (&sv_warsowbunny_airforwardaccel);
+ Cvar_RegisterVariable (&sv_warsowbunny_accel);
+ Cvar_RegisterVariable (&sv_warsowbunny_topspeed);
+ Cvar_RegisterVariable (&sv_warsowbunny_turnaccel);
+ Cvar_RegisterVariable (&sv_warsowbunny_backtosideratio);
Cvar_RegisterVariable (&sys_ticrate);
Cvar_RegisterVariable (&teamplay);
Cvar_RegisterVariable (&timelimit);
statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE] = sv_airstrafeaccelerate.value;
statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED] = sv_maxairstrafespeed.value;
statsf[STAT_MOVEVARS_AIRCONTROL] = sv_aircontrol.value;
+ statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL] = sv_warsowbunny_airforwardaccel.value;
+ statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL] = sv_warsowbunny_accel.value;
+ statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED] = sv_warsowbunny_topspeed.value;
+ statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL] = sv_warsowbunny_turnaccel.value;
+ statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO] = sv_warsowbunny_backtosideratio.value;
statsf[STAT_FRAGLIMIT] = fraglimit.value;
statsf[STAT_TIMELIMIT] = timelimit.value;
strlcpy(sv.model_precache[0], "", sizeof(sv.model_precache[0]));
strlcpy(sv.model_precache[1], sv.modelname, sizeof(sv.model_precache[1]));
- for (i = 1;i < sv.worldmodel->brush.numsubmodels;i++)
+ for (i = 1;i < sv.worldmodel->brush.numsubmodels && i+1 < MAX_MODELS;i++)
{
dpsnprintf(sv.model_precache[i+1], sizeof(sv.model_precache[i+1]), "*%i", i);
sv.models[i+1] = Mod_ForName (sv.model_precache[i+1], false, false, sv.modelname);
}
+ if(i < sv.worldmodel->brush.numsubmodels)
+ Con_Printf("Too many submodels (MAX_MODELS is %i)\n", MAX_MODELS);
//
// load the rest of the entities