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airstopaccelerate: use a smooth transition curve
author
Rudolf Polzer <divverent@alientrap.org>
Tue, 20 Jul 2010 17:37:42 +0000
(19:37 +0200)
committer
Rudolf Polzer <divverent@alientrap.org>
Tue, 20 Jul 2010 17:37:42 +0000
(19:37 +0200)
qcsrc/server/cl_physics.qc
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diff --git
a/qcsrc/server/cl_physics.qc
b/qcsrc/server/cl_physics.qc
index 8f3a9aa175c089bc379e9dcf64fc24a232795fc0..3c830e6d2f1c7795d2fbf1b6cceed2b42ce5202d 100644
(file)
--- a/
qcsrc/server/cl_physics.qc
+++ b/
qcsrc/server/cl_physics.qc
@@
-1205,8
+1205,7
@@
void SV_PlayerPhysics()
// CPM
if(sv_airstopaccelerate)
- if(self.velocity * wishdir < 0)
- airaccel = sv_airstopaccelerate*maxspd_mod;
+ airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(self.velocity * wishdir));
// note that for straight forward jumping:
// step = accel * frametime * wishspeed0;
// accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);