self.velocity = movelib_dragvec(self.velocity,0.02,0.5);
**/
vector movelib_dragvec(float drag, float exp_)
-{
+{SELFPARAM();
float lspeed,ldrag;
lspeed = vlen(self.velocity);
self.velocity = movelib_inertmove_byspeed(self.velocity,newvel,1000,0.1,0.9);
**/
vector movelib_inertmove_byspeed(vector vel_new, float vel_max,float newmin,float oldmax)
-{
+{SELFPARAM();
float influense;
influense = vlen(self.velocity) * (1 / vel_max);
}
vector movelib_inertmove(vector new_vel,float new_bias)
-{
+{SELFPARAM();
return new_vel * new_bias + self.velocity * (1-new_bias);
}
void movelib_move(vector force,float max_velocity,float drag,float theMass,float breakforce)
-{
+{SELFPARAM();
float deltatime;
float acceleration;
float mspeed;
*/
void movelib_beak_simple(float force)
-{
+{SELFPARAM();
float mspeed;
vector mdir;
float vz;
#endif
void movelib_groundalign4point(float spring_length, float spring_up, float blendrate, float _max)
-{
+{SELFPARAM();
vector a, b, c, d, e, r, push_angle, ahead, side;
push_angle.y = 0;