bool strafekeys;
bool is_swimming = strafeplayer.waterlevel >= WATERLEVEL_SWIMMING;
float speed = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337; // use local csqcmodel entity for this even when spectating, flickers too much otherwise
- float maxspeed_crouch_mod = IS_DUCKED(strafeplayer) && (!is_swimming || IS_ONGROUND(strafeplayer)) ? .5 : 1;
+ float maxspeed_crouch_mod = IS_DUCKED(strafeplayer) && !is_swimming ? .5 : 1;
float maxspeed_water_mod = is_swimming ? .7 : 1; // very simplified water physics, the hud will not work well (and is not supposed to) while swimming
float maxspeed_phys = onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer);
float maxspeed = !autocvar__hud_configure ? maxspeed_phys * maxspeed_crouch_mod * maxspeed_water_mod : 320;