Nosedive/taildive gravity multiplier [stebler]
NTSC-U:
048b1054 XXXX0000
048b105c YYYYYYYY
048b1060 ZZZZZZZZ
PAL:
048b5914 XXXX0000
048b591c YYYYYYYY
048b5920 ZZZZZZZZ
NTSC-J:
048b4a74 XXXX0000
048b4a7c YYYYYYYY
048b4a80 ZZZZZZZZ
NTSC-K:
048a3d8c XXXX0000
048a3d94 YYYYYYYY
048a3d98 ZZZZZZZZ
Nosediving and taildiving are enabled after x frames of airtime (50 by default).
When nosediving, gravity is multiplied by (1 + y * m).
When taildiving, gravity is multiplied by (1 - z * m).
The default value for both y and z is 0.2.
m is a value between 0 and 1 and depends on the angle between the current player top vector, and another top vector that is equals to the player top vector when taking off and that gets closer to the neutral top vector (0, 1, 0) every frame: when the angle is smaller than 20 degrees, m is 0, when the angle is larger than 40 degrees, it is 1, otherwise the value is linearly interpolated. When the angle is smaller than 0, it is first negated.
NTSC-U:
048b1054 XXXX0000
048b105c YYYYYYYY
048b1060 ZZZZZZZZ
PAL:
048b5914 XXXX0000
048b591c YYYYYYYY
048b5920 ZZZZZZZZ
NTSC-J:
048b4a74 XXXX0000
048b4a7c YYYYYYYY
048b4a80 ZZZZZZZZ
NTSC-K:
048a3d8c XXXX0000
048a3d94 YYYYYYYY
048a3d98 ZZZZZZZZ
Nosediving and taildiving are enabled after x frames of airtime (50 by default).
When nosediving, gravity is multiplied by (1 + y * m).
When taildiving, gravity is multiplied by (1 - z * m).
The default value for both y and z is 0.2.
m is a value between 0 and 1 and depends on the angle between the current player top vector, and another top vector that is equals to the player top vector when taking off and that gets closer to the neutral top vector (0, 1, 0) every frame: when the angle is smaller than 20 degrees, m is 0, when the angle is larger than 40 degrees, it is 1, otherwise the value is linearly interpolated. When the angle is smaller than 0, it is first negated.