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more reasonable values
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@ -282,26 +282,29 @@ minetest.register_globalstep(function(dtime)
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if elytra.active then
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mcl_player.player_set_animation(player, "fly")
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local slowdown_mult = 0.7 -- amount of vel to take
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local max_speed = 1000
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local slowdown_mult = 0.2 -- amount of vel to take
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local speedup_mult = 10 -- amount of speed to add based on look dir
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local max_speed = 60
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local direction = player:get_look_dir()
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local v = player:get_velocity()
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local speed_mult = clamp(elytra.speed - direction.y * 30 * dtime, -max_speed, max_speed)
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local direction_mult = clamp(direction.y*2, -0.5, 0.5)
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local speed_mult = clamp(elytra.speed - direction_mult * speedup_mult * dtime, -max_speed, max_speed)
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speed_mult = speed_mult - slowdown_mult * speed_mult * dtime -- slow down
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speed_mult = math.max(speed_mult, -1)
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speed_mult = math.min(speed_mult, max_speed)
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elytra.speed = speed_mult
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vel = direction
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vel = vector.multiply(vel, speed_mult)
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-- vel = {
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-- x = clamp(vel.x, -max_speed, max_speed),
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-- y = clamp(vel.y, -max_speed, max_speed),
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-- z = clamp(vel.z, -max_speed, max_speed)}
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vel = {
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x = clamp(vel.x, -max_speed, max_speed),
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y = clamp(vel.y, -max_speed, max_speed),
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z = clamp(vel.z, -max_speed, max_speed)}
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-- slow the player down so less spongy movement by applying half the inverse vel
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-- NOTE: do not set this higher than about 0.7 or the game will get the wrong vel and it will be broken
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v = vector.multiply(v, -0.3)
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player:add_velocity(v)
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vel.y = vel.y - (100 / math.max(speed_mult, 1)) * dtime
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vel.y = vel.y - (100 / math.max(speed_mult, 2)) * dtime
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player:add_velocity(vel)
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playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1)
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