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- This is the player's maximum speed. He can be pushed higher than this by projectiles, water pooters, or weapon recoil.
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- This is the player's maximum speed when moving backwards. He can be pushed higher than this by projectiles, water pooters, or weapon recoil.
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- This is the player's maximum speed when strafing. He can be pushed higher than this by projectiles, water pooters, or weapon recoil. "Side-running" (holding down both Forward and Strafe) should produce a top speed of sqrt((max forward velocity)^2 + (max perpendicular velocity)^2) but I haven't verified this.
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- This is the player's acceleration. This value is used for forwards, backwards, and strafing.
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- This is the player's deceleration. This value is used for forwards, backwards, and strafing.
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- This is the player's deceleration while not touching the ground.
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- This is how quickly the player starts falling. It does not affect monsters or projectiles. How it is affected by low gravity maps is unclear. A value of 0 will cause the player to fly, and a negative value will cause the player to float up and bang his head on the ceiling forever (very annoying). Note that gravity is only applied while the player is not touching the ground, so even with a negative number the player will stick to the floor until he jumps off a ledge.
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- This is how quickly the player rises when passing into a polygon with a high floor than the previous one. If this is set to 0 the Marine will never rise. This is usually a bad idea as it will let the Marine sink into floors, which looks very stupid indeed. Note that the Climbing Acceleration in the Running section also seems to control the speed at which the Marine can swim up while underwater [HAS]. Also note that there seems to be no way to change the maximum step height that the Marine can climb.
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- This is the player's maximum rate of falling. Since Marathon doesn't allow the Marine to shoot straight up or down I don't know if this can be overridden by projectile impacts. Note that a platform, if the Marine touches down on it, can drag him down faster than this value.
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- Seems to be the deceleration caused by hitting "characters". But projectile deflection is controlled by the External Velocity Scale, and hitting a monster brings the Marine to a halt instantly. This might be the force applied to the Marine by moving media, but this is untested [HAS]
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- This is how quickly the player begins turning. This value is used for both rotating and looking up and down.
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- This is how quickly the player stops turning. This value is used for both rotating and looking up and down.
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- This is the player's maximum turning rate. This value may be used for both turning and looking up and down.
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- This is the velocity used to return the camera to horizontal after looking up and down.
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- This is the speed at which the player "torso twists".
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- This is the angle to which the player "torso twists" while holding down a glance key. The number 128 here indicates 1/4 of a Bungie 512-degree circle.
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- This is the maximum angle at which the player can look up or down. While increasing it won't cause any technical problems, it will result in more visual distortion as the viewing angle increases it (especially with regards to sprites, which will look _very_ odd if seen from above or below). Also, the current MI landscapes are not tall enough to cope with an increased viewing angle and you'll get smearing visible. Something like a value of 55 might still just about be ok to look at in game, though you'll need to use replacement Landscape pics of suitable proportions to avoid smearing in outdoor locations. [HAS]
- The angular equivalent of External Deceleration. But since Marathon's characters are cylinders they don't change shape when rotating and therefore can't be blocked. No damage type imparts angular momentum to the target and maps cannot contain rotating objects. Use unclear.
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- The distance after which one "walking bounce" will occur. Walking bounce does not occur when falling. Units unknown, too small for WUs.
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- The amount by which the player's view bounces up and down while walking. Set this to 0 for smooth gliding across the floor à la Pathways Into Darkness.
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- 1/2 the player's width. Seems to be measured directly in WU. Also seems to be hard-coded into the engine, changing this value has no effect [HAS].
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- The player's height. Seems to be measured directly in WU. What this corresponds to in the real world is discussed in great detail on the Story Page. ;)
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- The elevation of the camera view from the Marine's lifeless corpse. This may be measured down from the top of the player's cylinder and is largely untested. Note that the camera itself is not contrained by the map, only the cylinder, so a value that puts the camera outside the Marine could put the camera through the ceiling or under the floor.
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- The elevation of the camera view from the Marine. This may be measured down from the top of the player's cylinder and is largely untested. Note that the camera itself is not contrained by the map, only the cylinder, so a value that puts the camera outside the Marine could put the camera through the ceiling or under the floor.
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- The elevation of the camera view from the Marine's dying body. This may be measured down from the top of the player's cylinder and is largely untested. Note that the camera itself is not contrained by the map, only the cylinder, so a value that puts the camera outside the Marine could put the camera through the ceiling or under the floor. Unclear how this relates to Dead Height.
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- The focal length of Marathon's texture mapping system [HAS]. Under Infinity at least this value has been hard-coded into the engine and this field has no effect.