else
setsensitivityscale(1);
- makevectors(view_angles);
-
if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
{
if(intermission) { curspeed = 0; }
else
{
+
+ makevectors(view_angles);
v = pmove_vel;
if(csqcplayer)
v = csqcplayer.velocity;
if(!(autocvar_hud_shownames_self && autocvar_chase_active))
return;
- makevectors(view_angles);
-
if(ent.sameteam || (!ent.sameteam && autocvar_hud_shownames_enemies))
{
ent.origin_z += autocvar_hud_shownames_offset;
else
fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
- float fvel;
- fvel = vlen(wishvel);
wishvel_x *= fxy;
wishvel_y *= fxy;
wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
+ float fvel;
fvel = min(1, vlen(wishvel) / best);
if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));