smooth roll when spec
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3491 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -306,7 +306,7 @@ void c2sinfo(playerent *d) // send update to the server
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putuint(q, (int)((d->o.z - d->eyeheight)*DMF));
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putuint(q, (int)d->yaw);
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putint(q, (int)d->pitch);
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putint(q, (int)d->roll);
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putint(q, (int)(125*d->roll/20));
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putint(q, (int)(d->vel.x*DVELF));
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putint(q, (int)(d->vel.y*DVELF));
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putint(q, (int)(d->vel.z*DVELF));
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@@ -76,7 +76,7 @@ void parsepositions(ucharbuf &p)
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o.z = getuint(p)/DMF;
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yaw = (float)getuint(p);
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pitch = (float)getint(p);
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roll = (float)getint(p);
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roll = (float)(getint(p)*20.0f/125.0f);
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vel.x = getint(p)/DVELF;
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vel.y = getint(p)/DVELF;
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vel.z = getint(p)/DVELF;
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@@ -266,7 +266,7 @@ bool collide(physent *d, bool spawn, float drop, float rise)
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return true;
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}
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VARP(maxroll, 0, 0, 20);
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VARP(maxroll, 0, 0, 20); // note: when changing max value, fix network transmission
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VAR(recoilbackfade, 0, 100, 1000);
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void resizephysent(physent *pl, int moveres, int curtime, float min, float max)
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