}
}
+ // experimental: slick detector
slickdetector_height = panel_size.y * bound(0, autocvar_hud_panel_strafehud_slickdetector_height, 0.5);
if(autocvar_hud_panel_strafehud_slickdetector_range > 0 && autocvar_hud_panel_strafehud_slickdetector_alpha > 0 && slickdetector_height > 0 && panel_size.x > 0) // dunno if slick detection works in spectate
{
startspeed = -1;
}
- // show height achieved by a single jump (doesn't work in low gravity)
+ // experimental: show height achieved by a single jump (doesn't work in low gravity and may not be 100% accurate)
if(autocvar_hud_panel_strafehud_jumpheight_fade > 0)
{
float text_alpha = 0;
float jumpspeed_current = strafeplayer.velocity.z;
if(jumpspeed_prev <= jumpspeed_current || jumpheight_prev > jumpheight_current || IS_ONGROUND(strafeplayer) || swimming || IS_DEAD(strafeplayer) || spectating)
{
- // doesn't catch spectating if the player instantaneously unspectates, would require to create a hook to for that (kill without respawn time seems to work fine)
+ // tries to catch kill and spectate but those are not reliable, should just hook to kill/spectate/teleport and reset jump height there
jumprestart = true;
}
else