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31 changes: 0 additions & 31 deletions .travis.yml

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6 changes: 3 additions & 3 deletions README.md
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# MovementAPI

[![Build Status](https://travis-ci.org/danzayau/MovementAPI.svg?branch=master)](https://travis-ci.org/danzayau/MovementAPI)
[![Build Status](https://github.com/danzayau/MovementAPI/actions/workflows/ci.yml/badge.svg)](https://github.com/danzayau/MovementAPI/actions/workflows/ci.yml)

A SourceMod API focused on player movement in the form of a [function stock libary](addons/sourcemod/scripting/include/movement.inc) and an optional plugin with [forwards and natives](addons/sourcemod/scripting/include/movementapi.inc). MovementAPI officially supports CS:GO servers only.
A SourceMod API focused on player movement in the form of a [function stock library](addons/sourcemod/scripting/include/movement.inc) and an optional plugin with [forwards and natives](addons/sourcemod/scripting/include/movementapi.inc). MovementAPI officially supports CS:GO servers only.

### Requirements

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* **Takeoff** - Becoming airborne, including jumping, falling, getting off a ladder and leaving noclip.
* **Landing** - Leaving the air, including landing on the ground, grabbing a ladder, leaving noclip while on ground and entering noclip.
* **Perfect Bunnyhop (Perf)** - When the player has jumped in the tick after landing and keeps their speed.
* **Duckbug/Crouchbug** - When the player sucessfully lands due to uncrouching from mid air and not by falling down. This causes no stamina loss or fall damage upon landing.
* **Duckbug/Crouchbug** - When the player successfully lands due to uncrouching from mid air and not by falling down. This causes no stamina loss or fall damage upon landing.
* **Jumpbug** - This is achieved by duckbugging and jumping at the same time. The player is never seen as 'on ground' when bunnyhopping from a tick by tick perspective. A jumpbug inherits the same behavior as a duckbug/crouchbug, along with its effects such as maintaining speed due to no stamina loss.
* **Edgebug** - When the player lands on the edge of a block and slides off it within the same tick. The floor contact removes their downward velocity, but they stay airborne, keeping their speed and taking no fall damage.
* **Distbug** - Landing behavior varies depending on whether the player lands close to the edge of a block or not:
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