]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Loosen jumpspeed restrictions
authorotta8634 <k9wolf@pm.me>
Mon, 30 Sep 2024 17:00:30 +0000 (01:00 +0800)
committerotta8634 <k9wolf@pm.me>
Mon, 30 Sep 2024 17:00:30 +0000 (01:00 +0800)
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

_hud_descriptions.cfg
qcsrc/client/hud/panel/physics.qc

index 28be321ee1a327e5317285ee5db05df3ec382d2b..4d825891f45019c8247db9ad90c2f0ac8c0a12ac 100644 (file)
@@ -258,7 +258,7 @@ seta hud_panel_physics_text "" "show text in panel (2 = only for speed; 3 = only
 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"
 
index 6fdb453229923246e996790d98f149967c258069..a82175809bcf43582025cef2745cf83e318f9839 100644 (file)
@@ -177,10 +177,9 @@ void HUD_Physics()
                }
                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;
                        }