fix timer locking behaviour, add ping jitter (it looks nice)
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parent
fd43b29b1d
commit
0a8a3cd02a
2 changed files with 19 additions and 8 deletions
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@ -42,6 +42,11 @@ public class Speed extends Feature {
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wasInWater = false;
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wasInWater = false;
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}
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}
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public void onDisable() {
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Features.getFeature(Timer.class).timerLock = false;
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Features.getFeature(Timer.class).multiplierLock = 20f;
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}
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public void onMove(MoveEvent event) {
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public void onMove(MoveEvent event) {
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if (!collideInhibit && (isInLiquid() || isOnWater(true) || mc.player.isOnLadder() || mc.player.isEntityInsideOpaqueBlock())) {
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if (!collideInhibit && (isInLiquid() || isOnWater(true) || mc.player.isOnLadder() || mc.player.isEntityInsideOpaqueBlock())) {
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playerSpeed = 0.0;
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playerSpeed = 0.0;
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@ -52,13 +57,6 @@ public class Speed extends Feature {
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if (mc.player.moveForward == 0.0f && mc.player.moveStrafing == 0.0f) {
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if (mc.player.moveForward == 0.0f && mc.player.moveStrafing == 0.0f) {
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return;
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return;
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}
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}
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if (useTimer) {
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Features.getFeature(Timer.class).timerLock = true;
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Features.getFeature(Timer.class).multiplierLock = 20f * 1.088f;
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} else {
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Features.getFeature(Timer.class).timerLock = false;
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Features.getFeature(Timer.class).multiplierLock = 20f;
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}
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if (strafePhase == 1) {
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if (strafePhase == 1) {
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playerSpeed = 1.35 * MotionUtil.applySpeed(0.2873) - 0.01;
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playerSpeed = 1.35 * MotionUtil.applySpeed(0.2873) - 0.01;
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} else if (strafePhase == 2) {
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} else if (strafePhase == 2) {
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@ -133,6 +131,8 @@ public class Speed extends Feature {
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if(enabled && !notIngame()) {
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if(enabled && !notIngame()) {
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text = this + "§7 [" + String.format("%.2f", getSpeed()) + " km/h]";
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text = this + "§7 [" + String.format("%.2f", getSpeed()) + " km/h]";
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} else {
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} else {
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Features.getFeature(Timer.class).timerLock = false;
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Features.getFeature(Timer.class).multiplierLock = 20f;
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text = toString();
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text = toString();
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}
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}
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}
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}
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@ -98,6 +98,17 @@ public class HUD extends Feature {
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@Gate(1)
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@Gate(1)
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public boolean showPing = true;
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public boolean showPing = true;
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@Config("Server Ping Jitter")
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@Description("Makes your ping jitter up and down to make it seem more responsive.")
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@Gate(1)
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@Marker(3)
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public boolean pingJitter = true;
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@Config("Server Ping Jitter Amount")
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@Description("See the above setting.")
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@Gate(3)
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public int pingJitterAmount;
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@Config("Show server TPS")
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@Config("Show server TPS")
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@Description("Shows the server TPS count on the HUD.")
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@Description("Shows the server TPS count on the HUD.")
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@Gate(1)
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@Gate(1)
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@ -179,7 +190,7 @@ public class HUD extends Feature {
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if (showTPS && showPing)
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if (showTPS && showPing)
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infoString += " | ";
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infoString += " | ";
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if (showPing)
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if (showPing)
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infoString += "Ping: " + ServerDataManager.ping + " | Players: " + ServerDataManager.players + "/" + ServerDataManager.maxPlayers;
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infoString += "Ping: " + ServerDataManager.ping + (pingJitter ? (int) (Math.random() * pingJitterAmount) : 0) + " | Players: " + ServerDataManager.players + "/" + ServerDataManager.maxPlayers;
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if(infoString.endsWith("\n")) infoString = infoString.substring(0, infoString.length() - 1);
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if(infoString.endsWith("\n")) infoString = infoString.substring(0, infoString.length() - 1);
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}
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}
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