removed armour slow down
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@76 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+1
-1
@@ -131,7 +131,7 @@ enum // md3 animations
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struct dynent // players & monsters
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{
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vec o, vel; // origin, velocity
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float yaw, pitch, roll; // used as vec in one place
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float yaw, pitch, roll; // used as vec in one place
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float oldpitch;
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float maxspeed; // cubes per second, 24 for player
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bool outsidemap; // from his eyes
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@@ -7,7 +7,7 @@ vector<entity> ents;
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char *entmdlnames[] =
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{
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//FIXME : fix the "pickups" infront
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"pickups/pistolclips", "pickups/ammobox", "ammobox" /*grenade*/, "pickups/health", "pickups/kevlar", "ammobox" /*dual pistols*/,
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"pickups/pistolclips", "pickups/ammobox", "ammobox" /*grenade*/, "pickups/health", "pickups/kevlar", "pickups/duals" /*dual pistols*/,
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};
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int triggertime = 0;
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@@ -240,7 +240,8 @@ void radd(dynent *d)
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if(gamemode==m_arena)
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d->armour = 100;
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}
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d->gunselect = d->primary; //draw main weapon
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};
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void item(int num)
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@@ -190,10 +190,6 @@ void selfdamage(dynent * d, int dm)
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void moveplayer(dynent *pl, int moveres, bool local, int curtime)
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{
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if (pl->armour > 0)
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pl->maxspeed = 14;
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else pl->maxspeed = 16;
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const bool water = hdr.waterlevel>pl->o.z-0.5f;
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const bool floating = (editmode && local) || pl->state==CS_EDITING;
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@@ -251,10 +247,7 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
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if(pl->jumpnext)
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{
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pl->jumpnext = false;
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if (pl->armour>0)
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pl->vel.z = 1.9f;
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else
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pl->vel.z = 1.7f; // physics impulse upwards
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pl->vel.z = 1.7f; // physics impulse upwards
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if(water) { pl->vel.x /= 8; pl->vel.y /= 8; }; // dampen velocity change even harder, gives correct water feel
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if(local) playsoundc(S_JUMP);
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else if(pl->monsterstate) playsound(S_JUMP, &pl->o);
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