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No Climbing disables ladders now
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@ -93,6 +93,7 @@ extern ConVar r_vehicleBrakeRate;
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extern ConVar steepness_limit;
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extern ConVar chaos_no_reload;
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extern ConVar chaos_npc_teleport;
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extern ConVar chaos_disable_ladders;
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//Do not touch with without seeing me, please! (sjb)
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//For consistency's sake, enemy gunfire is traced against a scaled down
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//version of the player's hull, not the hitboxes for the player's model
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@ -7933,12 +7934,14 @@ void CEIncline::StartEffect()
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steepness_limit.SetValue(0.96f);//1.0 is too aggressive, we will slide around on seemingly flat things
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sv_airaccelerate.SetValue(1);
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UTIL_GetLocalPlayer()->m_Local.m_flStepSize = 0;
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chaos_disable_ladders.SetValue(true);
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}
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void CEIncline::StopEffect()
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{
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steepness_limit.SetValue(0.7f);
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sv_airaccelerate.SetValue(10);
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UTIL_GetLocalPlayer()->m_Local.m_flStepSize = 18;
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chaos_disable_ladders.SetValue(false);
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}
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void CEDeathWater::FastThink()
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{
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@ -16,6 +16,7 @@ static ConVar sv_autoladderdismount( "sv_autoladderdismount", "1", FCVAR_REPLICA
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static ConVar sv_ladderautomountdot( "sv_ladderautomountdot", "0.4", FCVAR_REPLICATED, "When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis." );
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static ConVar sv_ladder_useonly("sv_ladder_useonly", "0", FCVAR_REPLICATED, "If set, ladders can only be mounted by pressing +USE");
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ConVar chaos_disable_ladders("chaos_disable_ladders", "0");
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#define USE_DISMOUNT_SPEED 100
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@ -884,7 +885,7 @@ bool CHL2GameMovement::CheckLadderAutoMount( CFuncLadder *ladder, const Vector&
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bool CHL2GameMovement::LadderMove( void )
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{
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if ( player->GetMoveType() == MOVETYPE_NOCLIP )
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if ( player->GetMoveType() == MOVETYPE_NOCLIP || chaos_disable_ladders.GetBool())
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{
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SetLadder( NULL );
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return false;
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