mjumpheight = autocvar_sv_jumpvelocity;
if (self.waterlevel >= WATERLEVEL_SWIMMING)
{
- if (self.watertype == CONTENT_WATER)
- self.velocity_z = 200;
- else if (self.watertype == CONTENT_SLIME)
- self.velocity_z = 80;
- else
- self.velocity_z = 50;
-
+ self.velocity_z = self.stat_sv_maxspeed * 0.7;
return;
}
rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
rigvel_xy = vec2(rigvel);
- if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
+ if(g_bugrigs_planar_movement_car_jumping)
mt = MOVE_NORMAL;
else
mt = MOVE_NOMONSTERS;