This mod has the following changes added onto the normal client:

1. Wireframe no longer checks for editing mode before enabling wireframe mode to work. As a result, it can be used in any mode.

..However, it's not nearly useful as it's cracked up to be. Most often I end up fragged while busy peeking through walls x_x.

2. The Goto command has been modified to function in any mode as well, regardless of Edit mode. The distance to a player has been decreased to zero however, do you'll be placed in the same location as the player you go to.

3. A new variable has been added, namely "gravityframe". This variable directly controls gravity on every frame, and can be used in script the same as you would script fog changes. For convenience, I've pasted the script I currently use, since pasting a whole CFG would lead to madness. In addition, this variable has effect in multiplayer for additional madness. \o/

The variable "jumpframe" controls the power of the player's jump, as opposed to gravity.

the variables xframe, yframe, and zframe control the player's actual velocity, directly. However if they were left without a power switch you'd be left with no real control of the player. Soo...

The variable "framereset" when set to one, reads the three xframe, yframe, and zframe variables and launches the player only once in that direction, like a jumppad.

When set to 2, it does the same, but -once per every frame-, and doesn't go back to zero.
Every additional number above 2 is a conbination of X, Y, and Z (There's only six other combinations, the max is 8 for the variable) so if you're aiming to script in directions then you can make very specific directions. Look at the end of the file for the specific codes in this situation.

The last variable is named "floorswitch", which when turned to one, disables the section of code that stickies a player to the ground the moment they touch it. This is only really useful if you're making a script and want to be able to launch the player off the ground without making them jump first.   ...And in fact should be avoided otherwise, it makes jumping physics painful.


This changes the function of clicking the scroll wheel mouse button, which prior had no function to my knowledge. But more importantly, it's convenient to use. \o/


bind "MOUSE3" [gravityframe 1;onrelease [gravityframe 0]]






    if(framereset==1)
    {
    d->vel.x = xframe;
    d->vel.y = yframe;
    d->vel.z = zframe;
    framereset = 0;
    }

    if(framereset==2)
    {
    d->vel.x = xframe;
    d->vel.y = yframe;
    d->vel.z = zframe;
    framereset = 2;
    }

    if(framereset==3)
    {
    d->vel.x = xframe;
    framereset = 3;
    }

    if(framereset==4)
    {
    d->vel.y = yframe;
    framereset = 4;
    }

    if(framereset==5)
    {
    d->vel.z = zframe;
    framereset = 5;
    }

    if(framereset==6)
    {
    d->vel.x = xframe;
    d->vel.y = yframe;
    framereset = 6;
    }

    if(framereset==7)
    {
    d->vel.y = yframe;
    d->vel.z = zframe;
    framereset = 7;
    }

    if(framereset==8)
    {
    d->vel.x = xframe;
    d->vel.z = zframe;
    framereset = 8;
    }