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Added "force_groundkeys" style property.
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@ -42,6 +42,7 @@
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"block_d" "0" // Block +moveright (D).
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"block_use" "0" // Block +use (E).
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"force_hsw" "0" // Force half-sideways gameplay. 1 for regular HSW and 2 for surf-HSW.
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"force_groundkeys" "0" // Forces the above settings even while on ground. e.g. enabling this will not allow W/D or W/A prestrafing when playing styles that disable the keys.
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"block_pleft" "0" // Block +left. 2 to stop timer.
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"block_pright" "0" // Block +right. 2 to stop timer.
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"block_pstrafe" "0" // Prevent button inconsistencies (including +pstrafe). May have false positives when players lag. Will prevent some strafe hacks too. Set this to 2 to also stop the timer.
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@ -168,6 +168,7 @@ enum struct stylesettings_t
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bool bInaccessible;
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int iEnabled;
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bool bKZCheckpoints;
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bool bForceKeysOnGround;
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}
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enum struct chatstrings_t
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@ -1988,6 +1988,7 @@ bool LoadStyles()
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gA_StyleSettings[i].bInaccessible = view_as<bool>(kv.GetNum("inaccessible", false));
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gA_StyleSettings[i].iEnabled = kv.GetNum("enabled", 1);
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gA_StyleSettings[i].bKZCheckpoints = view_as<bool>(kv.GetNum("kzcheckpoints", 0));
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gA_StyleSettings[i].bForceKeysOnGround = view_as<bool>(kv.GetNum("force_groundkeys", 0));
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// if this style is disabled, we will force certain settings
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if(gA_StyleSettings[i].iEnabled <= 0)
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@ -2484,7 +2485,7 @@ public Action OnPlayerRunCmd(int client, int &buttons, int &impulse, float vel[3
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buttons &= ~IN_USE;
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}
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if(iGroundEntity == -1)
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if(iGroundEntity == -1 || gA_StyleSettings[gA_Timers[client].iStyle].bForceKeysOnGround)
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{
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if(gA_StyleSettings[gA_Timers[client].iStyle].bBlockW && ((buttons & IN_FORWARD) > 0 || vel[0] > 0.0))
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{
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