I started trickjumping lately and, as I am a theory whore
![Wink :wink:](./images/smilies/icon_wink.gif)
It is a clientside code that draws on your screen your acceleration vector, your velocity vector, and optimal acceleration angles.
It looks like this:
![Image](http://epsilon.eu.org/cd/et/mrmen2.jpg)
I used this as my theory background.
Source is available here:
http://epsilon.eu.org/cd/et/cg_accelmeter.c
You just have to add this file to your project and add a call to Dzikie_CG_Drawspeed() somewhere in your HUD drawing routine probably.
Feel free to use this code and modify it as you will. Just give me credit in apropriate section.
There are two issues tho about this code.
First thing is, I was too lazy to learn about textures, shaders and stuff, so the lines are drawn pixel by pixel. If you can convert the drawing routines so they would use some linear texture rotated apropriately, that could be probably more effective.
And second thing is - guys at EFT tested it on their server and it seemed that the angles weren't calculated properly when the mod was put on the server. The small lines were always at right angle to the velocity vector (the angle should depend on speed). But if I disconnected and launched the game locally, it was as it should be. When I then reconnected the server, it was working well. Strange thing, I must say, and I have no idea why it happened. If anyone knows about possible cause of this 'glitch', please tell me
![Smile :-)](./images/smilies/icon_smile.gif)
PS: I think the code is short enough and quite obvious. Just some angle calculations and line drawing. If you need comments tho, don't hesitate to ask.