calibrate movement speed

This commit is contained in:
MihailRis 2025-09-18 20:27:18 +03:00
parent c5f10b8395
commit 4313029bc7
2 changed files with 6 additions and 6 deletions

View File

@ -23,7 +23,7 @@ def_prop("ground_damping", 1.0)
def_prop("movement_speed", 3.0)
def_prop("run_speed_mul", 1.5)
def_prop("crouch_speed_mul", 0.35)
def_prop("flight_speed_mul", 4.0)
def_prop("flight_speed_mul", 2.0)
def_prop("gravity_scale", 1.0)
local function normalize_angle(angle)
@ -100,8 +100,8 @@ function look_at(point, change_dir)
if dot < 0.0 and not change_dir then
viewdir = mat4.mul(tsf:get_rot(), {0, 0, -1})
else
dir[1] = dir[1] * 0.8 + viewdir[1] * 0.2
dir[3] = dir[3] * 0.8 + viewdir[3] * 0.2
dir[1] = dir[1] * 0.8 + viewdir[1] * 0.13
dir[3] = dir[3] * 0.8 + viewdir[3] * 0.13
end
if not headIndex then

View File

@ -2,7 +2,7 @@ local tsf = entity.transform
local body = entity.rigidbody
local mob = entity:require_component("core:mob")
local cheat_speed_mul = 5.0
local cheat_speed_mul = 10.0
local function process_player_inputs(pid, delta)
if not hud or hud.is_inventory_open() or menu.page ~= "" then
@ -42,9 +42,9 @@ local function process_player_inputs(pid, delta)
if mob.is_flight() then
if isjump then
mob.move_vertical(speed * 4)
mob.move_vertical(speed * 3)
elseif iscrouch then
mob.move_vertical(-speed * 4)
mob.move_vertical(-speed * 3)
end
elseif body:is_grounded() and isjump then
mob.jump()