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;
else if(g_keepaway)
maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
- if(g_runematch)
- {
- if(self.runes & RUNE_SPEED)
- {
- if(self.runes & CURSE_SLOW)
- maxspd_mod *= autocvar_g_balance_rune_speed_combo_highspeed;
- else
- maxspd_mod *= autocvar_g_balance_rune_speed_highspeed;
- }
- else if(self.runes & CURSE_SLOW)
- {
- maxspd_mod *= autocvar_g_balance_curse_slow_highspeed;
- }
- }
maxspd_mod *= autocvar_g_movement_highspeed;
// fix physics stats for g_movement_highspeed