In pretty much all Source games after CS:S I've played, I noticed that you doesn't slide on the ground anymore so I think it's something in newer engine versions and isn't unique in CS: GO.
Some time ago I made a map with two platform that had a trigger_push entity on them, with a very high velocity. One was long and the other was very short (16 units or something). By
walking through the short one in CS:S you were pushed far away, but not in CS: GO. If I walked through the long one in CS: GO I was pushed at the expected speed, but quickly stopped at the end.
It obviously has something to do with floor friction, which is probably handled by the server
and the client. Not much we can do without help from Valve. It might be enough to just call a function in the engine, or modify a value to suit our needs. Though I don't know which one.
If there's something we could really need, it would be an updated SDK for the newest game engines. Then we can study the code ourself and see how friction is applied.
Current SDK code:
CGameMovement::Friction()
Since this is a reverse engineered SDK, I don't know if CS: GO actually use
this code. It's almost identical to the same function in the CS:S SDK. However, this issue is quite interesting:
https://github.com/ValveSoftware/Sou...Games/issues/8. Due to the steampipe changes, I hope they'll refresh the entire SDK.
Edit: They're really planning to do this:
https://github.com/ValveSoftware/Sou...mes/issues/491
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