Now it'll appear whenever z-velocity rises, rather than inconsistently
showing up based on whether the player was holding +jump in some cases
Also changed hud_panel_physics_speed_vertical description to reflect it
doesn't work for jumpspeed
seta hud_panel_physics_text_scale "" "scale text height by this factor"
seta hud_panel_physics_speed_unit_show "" "also show speed unit (NOTE: overriden if both topspeed and jumpspeed are shown)"
seta hud_panel_physics_speed_max "" "speed progressbar gets filled up completely by this value (in qu/s)"
-seta hud_panel_physics_speed_vertical "" "include the speed on the Z-axis"
+seta hud_panel_physics_speed_vertical "" "include the speed on the Z-axis (NOTE: doesn't impact jumpspeed)"
seta hud_panel_physics_topspeed "" "also show top speed"
seta hud_panel_physics_topspeed_time "" "how many seconds the top speed takes to fade out"
}
else
{
- if (vel_phys.z > prev_vel_z && jumpheld && !swimming && alive_player)
+ if (vel_phys.z > prev_vel_z)
{
- // NOTE: this includes some situations where the player doesn't explicitly jump (e.g. jumppad, weapon kb)
- // excluding them would be difficult. maybe they can be left in?
+ // NOTE: this includes some situations where the player doesn't explicitly jump
jump_speed = prev_speed2d;
jump_speed_time = time;
}