calibrate movement speed
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c5f10b8395
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@ -23,7 +23,7 @@ def_prop("ground_damping", 1.0)
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def_prop("movement_speed", 3.0)
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def_prop("run_speed_mul", 1.5)
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def_prop("crouch_speed_mul", 0.35)
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def_prop("flight_speed_mul", 4.0)
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def_prop("flight_speed_mul", 2.0)
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def_prop("gravity_scale", 1.0)
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local function normalize_angle(angle)
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@ -100,8 +100,8 @@ function look_at(point, change_dir)
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if dot < 0.0 and not change_dir then
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viewdir = mat4.mul(tsf:get_rot(), {0, 0, -1})
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else
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dir[1] = dir[1] * 0.8 + viewdir[1] * 0.2
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dir[3] = dir[3] * 0.8 + viewdir[3] * 0.2
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dir[1] = dir[1] * 0.8 + viewdir[1] * 0.13
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dir[3] = dir[3] * 0.8 + viewdir[3] * 0.13
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end
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if not headIndex then
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@ -2,7 +2,7 @@ local tsf = entity.transform
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local body = entity.rigidbody
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local mob = entity:require_component("core:mob")
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local cheat_speed_mul = 5.0
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local cheat_speed_mul = 10.0
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local function process_player_inputs(pid, delta)
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if not hud or hud.is_inventory_open() or menu.page ~= "" then
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@ -42,9 +42,9 @@ local function process_player_inputs(pid, delta)
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if mob.is_flight() then
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if isjump then
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mob.move_vertical(speed * 4)
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mob.move_vertical(speed * 3)
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elseif iscrouch then
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mob.move_vertical(-speed * 4)
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mob.move_vertical(-speed * 3)
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end
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elseif body:is_grounded() and isjump then
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mob.jump()
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