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Add "bonus_velocity" to the style settings
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@ -26,8 +26,9 @@
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"gravity" "1.0" // gravity setting, 1.0 for default. standard for low gravity styles is 0.6
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"speed" "1.0" // speed multiplier, 1.0 for default. standard for slowmo styles is 0.5
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"halftime" "0" // calculation of times will be halved, replays WILL NOT function properly
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"velocity" "1.0" // % of horizontal velocity to keep per jump. a value 0.9 will make the player lose 10% of their velocity per jump. likewise, values above 1 will result in speed gains.
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"min_velocity" "0.0" // minimum amount of horizontal velocity to keep per jump. if set to 600.0 , the player can't have less than 600 velocity per jump
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"velocity" "1.0" // % of horizontal velocity to keep per jump. a value 0.9 will make the player lose 10% of their velocity per jump. likewise, values above 1 will result in speed gains
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"bonus_velocity" "0.0" // bonus velocity to gain per jump. if set to e.g. 100.0 , the player will gain 100 bonus velocity for every jump
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"min_velocity" "0.0" // minimum amount of horizontal velocity to keep per jump. if set to e.g. 600.0 , the player can't have less than 600 velocity per jump
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// mode settings
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"block_w" "0" // block +forward
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@ -95,6 +95,7 @@ enum
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fSpeedMultiplier,
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bHalftime,
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fVelocity,
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fBonusVelocity,
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fMinVelocity,
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bBlockW,
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bBlockA,
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@ -715,6 +715,11 @@ public void Player_Jump(Event event, const char[] name, bool dontBroadcast)
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{
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RequestFrame(MinimumVelocity, GetClientSerial(client));
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}
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if(view_as<float>(gA_StyleSettings[gBS_Style[client]][fBonusVelocity]) != 0.0)
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{
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RequestFrame(AddBonusVelocity, GetClientSerial(client));
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}
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}
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void ApplyNewVelocity(int data)
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@ -731,6 +736,30 @@ void ApplyNewVelocity(int data)
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}
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}
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void AddBonusVelocity(int data)
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{
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int client = GetClientFromSerial(data);
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if(data != 0)
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{
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float fAbsVelocity[3];
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GetEntPropVector(client, Prop_Data, "m_vecAbsVelocity", fAbsVelocity);
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float currentspeed = (SquareRoot(Pow(fAbsVelocity[0], 2.0) + Pow(fAbsVelocity[1], 2.0)));
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if(currentspeed > 0.0)
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{
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float fBonus = view_as<float>(gA_StyleSettings[gBS_Style[client]][fBonusVelocity]);
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float x = currentspeed / (currentspeed + fBonus);
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fAbsVelocity[0] /= x;
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fAbsVelocity[1] /= x;
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TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, fAbsVelocity);
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}
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}
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}
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void MinimumVelocity(int data)
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{
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int client = GetClientFromSerial(data);
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@ -1300,6 +1329,7 @@ bool LoadStyles()
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gA_StyleSettings[i][fSpeedMultiplier] = dStyle.GetFloat("speed", 1.0);
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gA_StyleSettings[i][bHalftime] = dStyle.GetBool("halftime", false);
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gA_StyleSettings[i][fVelocity] = dStyle.GetFloat("velocity", 1.0);
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gA_StyleSettings[i][fBonusVelocity] = dStyle.GetFloat("bonus_velocity", 0.0);
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gA_StyleSettings[i][fMinVelocity] = dStyle.GetFloat("min_velocity", 0.0);
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gA_StyleSettings[i][bBlockW] = dStyle.GetBool("block_w", false);
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gA_StyleSettings[i][bBlockA] = dStyle.GetBool("block_a", false);
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