some cleanup and compatibility things
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5464 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -384,11 +384,11 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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d.x += (float)(pl->strafe*cosf(RAD*(pl->yaw-180)));
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d.y += (float)(pl->strafe*sinf(RAD*(pl->yaw-180)));
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pl->vel.mul(fpsfric-1); // slowly apply friction and direction to velocity, gives a smooth movement
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pl->vel.add(d);
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pl->vel.div(fpsfric);
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pl->vel.mul(fpsfric-1); // slowly apply friction and direction to velocity, gives a smooth movement
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pl->vel.add(d);
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pl->vel.div(fpsfric);
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d = pl->vel;
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d.mul(speed);
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d.mul(speed);
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if(editfly) // just apply velocity
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{
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@@ -414,9 +414,9 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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{
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if(pl->onladder)
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{
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const float climbspeed = 1.0f;
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const float climbspeed = 1.0f;
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if(pl->type==ENT_BOT) pl->vel.z = climbspeed; // bots climb upwards only
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if(pl->type==ENT_BOT) pl->vel.z = climbspeed; // bots climb upwards only
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else if(pl->type==ENT_PLAYER)
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{
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if(((playerent *)pl)->k_up) pl->vel.z = climbspeed;
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@@ -482,7 +482,7 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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bool collided = false;
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vec oldorigin = pl->o;
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if(!editfly) loopi(moveres) // discrete steps collision detection & sliding
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f(!editfly) loopi(moveres) // discrete steps collision detection & sliding
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{
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const float f = 1.0f/moveres;
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