Toggleable "Prop Sprinting" Mechanic - #236

Merged
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting
Oct 25, 2023
Merged

Toggleable "Prop Sprinting" Mechanic#236
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting

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@Crimson-X1

@Crimson-X1Crimson-X1 commented Apr 17, 2023

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A custom implementation of prop sprinting, as seen in Black Mesa and EZ:2, allows players to sprint while holding a physics object.

This mechanic— disabled by default— is controlled by two new convars: sv_player_enable_propsprint and sv_player_enable_gravgun_sprint.

These convars offer some control over when players can utilize this feature, with the latter convar affecting only the gravity gun.


Does this PR close any issues?

None.

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

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I was a little reluctant at first about how well these cvars would fit into Mapbase, but in practice, they are effectively quality-of-life utilities. Mappers and modders can enable or disable them depending on whether they help the gameplay of what they are making.

So the idea behind this feature looks good to me, although I did have a few concerns about the code which I pointed out in this review. I can go ahead and commit the suggestions and merge this myself though.

Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
@Blixibon
Blixibon merged commit c3f0509 into mapbase-source:developOct 25, 2023
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Toggleable "Prop Sprinting" Mechanic - #236

Merged
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting
Oct 25, 2023
Merged

Toggleable "Prop Sprinting" Mechanic#236
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting

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@Crimson-X1

@Crimson-X1Crimson-X1 commented Apr 17, 2023

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A custom implementation of prop sprinting, as seen in Black Mesa and EZ:2, allows players to sprint while holding a physics object.

This mechanic— disabled by default— is controlled by two new convars: sv_player_enable_propsprint and sv_player_enable_gravgun_sprint.

These convars offer some control over when players can utilize this feature, with the latter convar affecting only the gravity gun.


Does this PR close any issues?

None.

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon left a comment

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I was a little reluctant at first about how well these cvars would fit into Mapbase, but in practice, they are effectively quality-of-life utilities. Mappers and modders can enable or disable them depending on whether they help the gameplay of what they are making.

So the idea behind this feature looks good to me, although I did have a few concerns about the code which I pointed out in this review. I can go ahead and commit the suggestions and merge this myself though.

Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
@Blixibon
Blixibon merged commit c3f0509 into mapbase-source:developOct 25, 2023
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Toggleable "Prop Sprinting" Mechanic - #236

Merged
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting
Oct 25, 2023
Merged

Toggleable "Prop Sprinting" Mechanic#236
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting

Conversation

@Crimson-X1

@Crimson-X1Crimson-X1 commented Apr 17, 2023

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A custom implementation of prop sprinting, as seen in Black Mesa and EZ:2, allows players to sprint while holding a physics object.

This mechanic— disabled by default— is controlled by two new convars: sv_player_enable_propsprint and sv_player_enable_gravgun_sprint.

These convars offer some control over when players can utilize this feature, with the latter convar affecting only the gravity gun.


Does this PR close any issues?

None.

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon left a comment

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I was a little reluctant at first about how well these cvars would fit into Mapbase, but in practice, they are effectively quality-of-life utilities. Mappers and modders can enable or disable them depending on whether they help the gameplay of what they are making.

So the idea behind this feature looks good to me, although I did have a few concerns about the code which I pointed out in this review. I can go ahead and commit the suggestions and merge this myself though.

Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
@Blixibon
Blixibon merged commit c3f0509 into mapbase-source:developOct 25, 2023
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Toggleable "Prop Sprinting" Mechanic - #236

Merged
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting
Oct 25, 2023
Merged

Toggleable "Prop Sprinting" Mechanic#236
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting

Conversation

@Crimson-X1

@Crimson-X1Crimson-X1 commented Apr 17, 2023

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A custom implementation of prop sprinting, as seen in Black Mesa and EZ:2, allows players to sprint while holding a physics object.

This mechanic— disabled by default— is controlled by two new convars: sv_player_enable_propsprint and sv_player_enable_gravgun_sprint.

These convars offer some control over when players can utilize this feature, with the latter convar affecting only the gravity gun.


Does this PR close any issues?

None.

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon left a comment

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I was a little reluctant at first about how well these cvars would fit into Mapbase, but in practice, they are effectively quality-of-life utilities. Mappers and modders can enable or disable them depending on whether they help the gameplay of what they are making.

So the idea behind this feature looks good to me, although I did have a few concerns about the code which I pointed out in this review. I can go ahead and commit the suggestions and merge this myself though.

Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
@Blixibon
Blixibon merged commit c3f0509 into mapbase-source:developOct 25, 2023
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Toggleable "Prop Sprinting" Mechanic - #236

Merged
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting
Oct 25, 2023
Merged

Toggleable "Prop Sprinting" Mechanic#236
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting

Conversation

@Crimson-X1

@Crimson-X1Crimson-X1 commented Apr 17, 2023

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A custom implementation of prop sprinting, as seen in Black Mesa and EZ:2, allows players to sprint while holding a physics object.

This mechanic— disabled by default— is controlled by two new convars: sv_player_enable_propsprint and sv_player_enable_gravgun_sprint.

These convars offer some control over when players can utilize this feature, with the latter convar affecting only the gravity gun.


Does this PR close any issues?

None.

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon left a comment

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I was a little reluctant at first about how well these cvars would fit into Mapbase, but in practice, they are effectively quality-of-life utilities. Mappers and modders can enable or disable them depending on whether they help the gameplay of what they are making.

So the idea behind this feature looks good to me, although I did have a few concerns about the code which I pointed out in this review. I can go ahead and commit the suggestions and merge this myself though.

Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
@Blixibon
Blixibon merged commit c3f0509 into mapbase-source:developOct 25, 2023
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Toggleable "Prop Sprinting" Mechanic - #236

Merged
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting
Oct 25, 2023
Merged

Toggleable "Prop Sprinting" Mechanic#236
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting

Conversation

@Crimson-X1

@Crimson-X1Crimson-X1 commented Apr 17, 2023

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A custom implementation of prop sprinting, as seen in Black Mesa and EZ:2, allows players to sprint while holding a physics object.

This mechanic— disabled by default— is controlled by two new convars: sv_player_enable_propsprint and sv_player_enable_gravgun_sprint.

These convars offer some control over when players can utilize this feature, with the latter convar affecting only the gravity gun.


Does this PR close any issues?

None.

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon left a comment

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I was a little reluctant at first about how well these cvars would fit into Mapbase, but in practice, they are effectively quality-of-life utilities. Mappers and modders can enable or disable them depending on whether they help the gameplay of what they are making.

So the idea behind this feature looks good to me, although I did have a few concerns about the code which I pointed out in this review. I can go ahead and commit the suggestions and merge this myself though.

Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
@Blixibon
Blixibon merged commit c3f0509 into mapbase-source:developOct 25, 2023
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Toggleable "Prop Sprinting" Mechanic - #236

Merged
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting
Oct 25, 2023
Merged

Toggleable "Prop Sprinting" Mechanic#236
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting

Conversation

@Crimson-X1

@Crimson-X1Crimson-X1 commented Apr 17, 2023

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A custom implementation of prop sprinting, as seen in Black Mesa and EZ:2, allows players to sprint while holding a physics object.

This mechanic— disabled by default— is controlled by two new convars: sv_player_enable_propsprint and sv_player_enable_gravgun_sprint.

These convars offer some control over when players can utilize this feature, with the latter convar affecting only the gravity gun.


Does this PR close any issues?

None.

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon left a comment

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I was a little reluctant at first about how well these cvars would fit into Mapbase, but in practice, they are effectively quality-of-life utilities. Mappers and modders can enable or disable them depending on whether they help the gameplay of what they are making.

So the idea behind this feature looks good to me, although I did have a few concerns about the code which I pointed out in this review. I can go ahead and commit the suggestions and merge this myself though.

Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
@Blixibon
Blixibon merged commit c3f0509 into mapbase-source:developOct 25, 2023
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@Crimson-X1@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Toggleable "Prop Sprinting" Mechanic - #236

Merged
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting
Oct 25, 2023
Merged

Toggleable "Prop Sprinting" Mechanic#236
Blixibon merged 5 commits into
mapbase-source:developfrom
Crimson-X1:feature/prop_sprinting

Conversation

@Crimson-X1

@Crimson-X1Crimson-X1 commented Apr 17, 2023

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A custom implementation of prop sprinting, as seen in Black Mesa and EZ:2, allows players to sprint while holding a physics object.

This mechanic— disabled by default— is controlled by two new convars: sv_player_enable_propsprint and sv_player_enable_gravgun_sprint.

These convars offer some control over when players can utilize this feature, with the latter convar affecting only the gravity gun.


Does this PR close any issues?

None.

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

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I was a little reluctant at first about how well these cvars would fit into Mapbase, but in practice, they are effectively quality-of-life utilities. Mappers and modders can enable or disable them depending on whether they help the gameplay of what they are making.

So the idea behind this feature looks good to me, although I did have a few concerns about the code which I pointed out in this review. I can go ahead and commit the suggestions and merge this myself though.

Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
Comment threadsp/src/game/server/hl2/weapon_physcannon.cpp Outdated
@Blixibon
Blixibon merged commit c3f0509 into mapbase-source:developOct 25, 2023
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@Crimson-X1@Blixibon