local player movement interpolation
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2166 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -310,7 +310,7 @@ void addgib(playerent *d)
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loopi(gibnum)
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{
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bounceent *p = bounceents.add(new bounceent());
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bounceent *p = bounceents.add(new bounceent);
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p->owner = d;
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p->millis = lastmillis;
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p->timetolive = gibttl+rnd(10)*100;
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@@ -333,6 +333,8 @@ void addgib(playerent *d)
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p->vel.y = cosf(RAD*angle)*rnd(1000)/1000.0f;
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p->vel.z = rnd(1000)/1000.0f;
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p->vel.mul(speed/100.0f);
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p->resetinterp();
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}
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}
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@@ -607,8 +609,9 @@ void grenadeent::_throw(const vec &from, const vec &vel)
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nadestate = NS_THROWED;
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this->vel = vel;
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this->o = from;
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this->resetinterp();
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inwater = hdr.waterlevel>o.z;
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if(local)
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{
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addmsg(SV_THROWNADE, "ri7", int(o.x*DMF), int(o.y*DMF), int(o.z*DMF), int(vel.x*DMF), int(vel.y*DMF), int(vel.z*DMF), lastmillis-millis);
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