}\r
vs = sdist / trigger_push_calculatevelocity_flighttime;\r
\r
+ // apply size-based weight to jump pads\r
+ float scalefac;\r
+ scalefac = (cvar("g_healthsize") && other.classname == "player") ? pow(other.scale, cvar("g_healthsize_weight") * 0.5) : 1;\r
+\r
// finally calculate the velocity\r
- return sdir * vs + '0 0 1' * vz;\r
+ return sdir * vs + '0 0 1' * vz * scalefac;\r
}\r
\r
void trigger_push_touch()\r
\r
- +0.8: Some sort of bullet time feature in single player, by setting the slowmo cvar\r
\r
+- 0.8: Does the wind trigger brush need to account scale based gravity?\r
+\r
- 0.8: Make some g_healthsize cvars g_balance_healthsize, and move them to balanceVT.cfg\r
\r
- 0.8: Make player fatness depend on frags, using a trick I heard about with shaders\r