#include <common/animdecide.qh>
#include <common/ent_cs.qh>
#include <common/mapinfo.qh>
-#include <common/mapobjects/trigger/swamp.qh>
#include <common/physics/movetypes/movetypes.qh>
#include <common/physics/player.qh>
#include <lib/csqcmodel/cl_player.qh>
float strafehud_onground = strafeplayer == csqcplayer ? IS_ONGROUND(strafeplayer) : !(strafeplayer.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
float strafehud_speed = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337; // use local csqcmodel entity for this even when spectating, flickers too much otherwise
float strafehud_maxspeed_crouch_mod = IS_DUCKED(strafeplayer) ? .5 : 1;
- float strafehud_maxspeed_swamp_mod = strafeplayer.in_swamp ? strafeplayer.swamp_slowdown : 1;
float strafehud_maxspeed_phys = strafehud_onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer);
- float strafehud_maxspeed = !autocvar__hud_configure ? (strafehud_maxspeed_phys * strafehud_maxspeed_crouch_mod * strafehud_maxspeed_swamp_mod) : 320;
+ float strafehud_maxspeed = !autocvar__hud_configure ? (strafehud_maxspeed_phys * strafehud_maxspeed_crouch_mod) : 320;
float strafehud_vel_angle = vectoangles(strafeplayer.velocity).y;
float strafehud_view_angle = view_angles.y + 180;
float strafehud_angle;
}
if(strafehud_turn)
{
- strafehud_maxspeed = PHYS_MAXAIRSTRAFESPEED(strafeplayer) * strafehud_maxspeed_swamp_mod; // no crouching here because it doesn't affect air strafing
+ strafehud_maxspeed = PHYS_MAXAIRSTRAFESPEED(strafeplayer); // no crouching here because it doesn't affect air strafing
strafehud_wishangle = strafehud_turnangle;
}
}