Even less slippery player movement.
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3 changed files with 35 additions and 12 deletions
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@ -270,17 +270,39 @@ extend Class Demolitionist
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nmove *= movefactor;
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if ( bNOGRAVITY && !player.GetClassicFlight() )
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{
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double zpush = nmove.x*sin(pitch);
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vel.z -= zpush;
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vel.xy += RotateVector(nmove,angle)*cos(pitch);
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Vector3 accel;
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accel.xy = RotateVector(nmove,angle)*cos(pitch);
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accel.z += nmove.x*sin(-pitch);
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double maxspd = 16.*TweakSpeed();
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if ( CanCrouch() && (player.crouchfactor != 1) ) maxspd *= player.crouchfactor;
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double spd = vel.length();
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// quicker speedup
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vel += accel*clamp(maxspd/max(.01,spd),1.,2.);
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// additional steering + quicker slow down
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spd = vel.length();
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if ( spd > maxspd ) spd -= (spd-maxspd)*.1;
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vel = (vel+accel).unit()*spd;
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player.vel += RotateVector(nmove,angle)*bobfactor*cos(pitch)*16.;
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}
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else
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else if ( player.onground )
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{
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vel.xy += RotateVector(nmove,angle);
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if ( player.onground ) player.vel += RotateVector(nmove,angle)*bobfactor*16.;
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else player.vel *= .75;
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Vector2 accel = RotateVector(nmove,angle);
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if ( waterlevel > 1 ) vel.xy += accel; // slippery if waist-high or deeper
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else
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{
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double maxspd = 16.*TweakSpeed();
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if ( CanCrouch() && (player.crouchfactor != 1) ) maxspd *= player.crouchfactor;
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double spd = vel.xy.length();
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// quicker speedup
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vel.xy += accel*clamp(maxspd/max(.01,spd),1.,2.);
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// additional steering + quicker slow down
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spd = vel.xy.length();
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if ( spd > maxspd ) spd -= (spd-maxspd)*.1;
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vel.xy = (vel.xy+accel).unit()*spd;
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player.vel += RotateVector(nmove,angle)*bobfactor*16.;
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}
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}
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else player.vel *= .75;
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// override air control because we REALLY need the extra mobility
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if ( !player.onground && !bNOGRAVITY )
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{
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