diff --git a/src/game/client/detailobjectsystem.cpp b/src/game/client/detailobjectsystem.cpp index 3518fa902be..72a9d259849 100644 --- a/src/game/client/detailobjectsystem.cpp +++ b/src/game/client/detailobjectsystem.cpp @@ -27,9 +27,7 @@ #include #include "tier0/valve_minmax_on.h" -#if defined(DOD_DLL) || defined(CSTRIKE_DLL) #define USE_DETAIL_SHAPES -#endif #ifdef USE_DETAIL_SHAPES #include "engine/ivdebugoverlay.h" @@ -52,10 +50,10 @@ struct model_t; ConVar cl_detaildist( "cl_detaildist", "1200", 0, "Distance at which detail props are no longer visible" ); ConVar cl_detailfade( "cl_detailfade", "400", 0, "Distance across which detail props fade in" ); #if defined( USE_DETAIL_SHAPES ) -ConVar cl_detail_max_sway( "cl_detail_max_sway", "0", FCVAR_ARCHIVE, "Amplitude of the detail prop sway" ); -ConVar cl_detail_avoid_radius( "cl_detail_avoid_radius", "0", FCVAR_ARCHIVE, "radius around detail sprite to avoid players" ); -ConVar cl_detail_avoid_force( "cl_detail_avoid_force", "0", FCVAR_ARCHIVE, "force with which to avoid players ( in units, percentage of the width of the detail sprite )" ); -ConVar cl_detail_avoid_recover_speed( "cl_detail_avoid_recover_speed", "0", FCVAR_ARCHIVE, "how fast to recover position after avoiding players" ); +ConVar cl_detail_max_sway( "cl_detail_max_sway", "5", FCVAR_ARCHIVE, "Amplitude of the detail prop sway" ); +ConVar cl_detail_avoid_radius( "cl_detail_avoid_radius", "64", FCVAR_ARCHIVE, "radius around detail sprite to avoid players" ); +ConVar cl_detail_avoid_force( "cl_detail_avoid_force", "0.4", FCVAR_ARCHIVE, "force with which to avoid players ( in units, percentage of the width of the detail sprite )" ); +ConVar cl_detail_avoid_recover_speed( "cl_detail_avoid_recover_speed", "0.25", FCVAR_ARCHIVE, "how fast to recover position after avoiding players" ); #endif // Per detail instance information