float sv_airstrafeaccel_qw;
float sv_aircontrol;
float sv_aircontrol_power;
+float sv_aircontrol_penalty;
float sv_warsowbunny_airforwardaccel;
float sv_warsowbunny_accel;
float sv_warsowbunny_topspeed;
if(dot > 0) // we can't change direction while slowing down
{
- k *= fabs(sv_aircontrol)*pow(dot, sv_aircontrol_power)*frametime;
+ k *= pow(dot, sv_aircontrol_power)*frametime;
+ xyspeed = max(0, xyspeed - sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
+ k *= sv_aircontrol;
self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
}
string GetMapname(void);
float speedaward_lastupdate;
float speedaward_lastsent;
-var float autocvar_g_movement_highspeed = 1;
void SV_PlayerPhysics()
{
local vector wishvel, wishdir, v;
// CPM
if(sv_airstopaccelerate)
- if(self.velocity * wishdir < 0)
- airaccel = sv_airstopaccelerate*maxspd_mod;
+ {
+ vector curdir;
+ curdir = self.velocity;
+ curdir_z = 0;
+ curdir = normalize(curdir);
+ airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
+ }
// note that for straight forward jumping:
// step = accel * frametime * wishspeed0;
// accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);