.float multijump_ready;
.float prevjumpbutton;
+.float nexspeed;
+
/*
=============
PlayerJump
curspeed = max(
vlen(vec2(self.velocity)), // current xy speed
- vlen(vec2(antilag_takebackavgvelocity(self, time - 0.25, time))) // average xy topspeed over the last 0.25 secs
+ vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
);
- makevectors(self.v_angle); // this always is '0 y 0'
+ makevectors(self.v_angle_y * '0 1 0');
wishvel = v_forward * self.movement_x + v_right * self.movement_y;
wishdir = normalize(wishvel);
}
}
}
+
+ float xyspeed;
+ xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
+ if(self.weapon == WEP_NEX && cvar("g_balance_nex_charge") && cvar("g_balance_nex_charge_velocity_rate") && xyspeed > cvar("g_balance_nex_charge_minspeed"))
+ {
+ // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
+ xyspeed = min(xyspeed, cvar("g_balance_nex_charge_maxspeed"));
+ f = (xyspeed - cvar("g_balance_nex_charge_minspeed")) / (cvar("g_balance_nex_charge_maxspeed") - cvar("g_balance_nex_charge_minspeed"));
+ // add the extra charge
+ self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_velocity_rate") * f * frametime);
+ }
:end
if(self.flags & FL_ONGROUND)
self.lastground = time;