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Add engineFramerateFixingSetProperty/GetProperty/ResetProperties #4413
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For adjustable vehicle physics time step and air resistor physics when glitch "vehicle_rapid_stop" is disabled. In this way, DM players can play maps in any FPS. Usage: engineFramerateFixingSetProperty("vehicle_physics", 50.0/30.0) which is the default one.
Does this make it possible to have the same vehicle_rapid_stop behaviour when it's not enabled? |
…ateFixingSetPhysicsTimeStep with "0"
Only vehicle_rapid_stop glitch is disabled. |
something like |
This may be not just physics. |
if it will always be used for timestep related properties, then |
Maybe a good idea for short naming |
To achieve this, maybe we need more hooker. From the test of @xLive , this PR is not enough for DM physics. |
For adjustable vehicle physics time step and air resistor physics when glitch "vehicle_rapid_stop" is disabled. In this way, DM players can play maps in any FPS.
Usage:
engineFramerateFixingSetProperty("vehicle_physics", 50.0/30.0) which is the default one.
Now we have only "vehicle_physics", but in future, there maybe more.
I notice that "vehicle_rapid_stop" acually includes vehicle turning (passive and active).
Passive turning includes terrain changing and colliding.
Active turning includes air control and normal on-road turning.
Thus, description of "vehicle_rapid_stop" should be "framerate_related_vehicle_physics" for better naming.
Maybe the name and usage of this function need to be discussed.