+
+ float f;
+ float xyspeed;
+ f = cvar("g_balance_nex_velocitydependent_falloff_rate");
+ xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
+ if(xyspeed > self.nexspeed)
+ self.nexspeed = min(xyspeed, cvar("g_balance_nex_velocitydependent_maxspeed"));
+ else
+ self.nexspeed = max(cvar("g_balance_nex_velocitydependent_minspeed"), self.nexspeed - f * frametime);