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fix -hax +fly being extremely slow flying (Thanks fam0r)
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1 changed files with 8 additions and 6 deletions
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@ -110,9 +110,11 @@ namespace ClassicalSharp.Entities {
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public void PhysicsTick(Vector3 vel) {
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if (hacks.Noclip) entity.onGround = false;
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float baseSpeed = GetBaseSpeed();
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float horSpeed = baseSpeed * GetSpeed(true);
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float verSpeed = baseSpeed * Math.Max(1, GetSpeed(hacks.CanSpeed) / 5);
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float verSpeed = baseSpeed * Math.Max(1, GetSpeed(hacks.CanSpeed, 8f) / 5);
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float horSpeed = baseSpeed * GetSpeed(true, 8f/5);
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// previously horSpeed used to be multiplied by factor of 0.02 in last case
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// it's now multiplied by 0.1, so need to divide by 5 so user speed modifier comes out same
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if (!hacks.Floating) {
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if (secondJump) { horSpeed *= 93f; verSpeed *= 10f; }
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else if (firstJump) { horSpeed *= 46.5f; verSpeed *= 7.5f; }
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@ -125,7 +127,7 @@ namespace ClassicalSharp.Entities {
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} else if (entity.TouchesAnyRope() && !hacks.Floating) {
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MoveNormal(vel, 0.02f * 1.7f, ropeDrag, ropeGrav, verSpeed);
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} else {
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float factor = !hacks.Floating && entity.onGround ? 0.1f : 0.02f;
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float factor = hacks.Floating || entity.onGround ? 0.1f : 0.02f;
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float gravity = useLiquidGravity ? liquidGrav : entity.Model.Gravity;
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if (hacks.Floating) {
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@ -187,8 +189,8 @@ namespace ClassicalSharp.Entities {
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entity.Velocity.Y -= gravity;
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}
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float GetSpeed(bool canSpeed) {
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float factor = hacks.Floating ? 8 : 1, speed = factor;
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float GetSpeed(bool canSpeed, float speedMul) {
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float factor = hacks.Floating ? speedMul : 1, speed = factor;
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if (hacks.Speeding && canSpeed) speed += factor * hacks.SpeedMultiplier;
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if (hacks.HalfSpeeding && canSpeed) speed += factor * hacks.SpeedMultiplier / 2;
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return hacks.CanSpeed ? speed : Math.Min(speed, hacks.MaxSpeedMultiplier);
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