flag drop height fix (no longer uses eye pos)
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3011 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -561,9 +561,9 @@ void parsemessages(int cn, playerent *d, ucharbuf &p)
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break;
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case CTFF_DROPPED:
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{
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short x = (ushort) (getint(p)/DMF);
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short y = (ushort) (getint(p)/DMF);
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short z = ((ushort) (getint(p)/DMF))-((short)player1->eyeheight); // correct z offset, assumes all players do have the same eyeheight
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short x = getuint(p)/DMF;
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short y = getuint(p)/DMF;
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short z = getuint(p)/DMF;
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flagdropped(flag, x, y, z);
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break;
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}
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@@ -342,7 +342,7 @@ void flagdropped(int flag, short x, short y, short z)
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p.rotspeed = 0.0f;
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p.o.x = x;
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p.o.y = y;
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p.o.z = z + 5;
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p.o.z = z;
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p.vel.z = -0.8f;
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p.aboveeye = p.eyeheight = p.maxeyeheight = 0.4f;
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p.radius = 0.1f;
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@@ -860,7 +860,7 @@ void putflaginfo(ucharbuf &p, int flag)
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putint(p, f.actor_cn);
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break;
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case CTFF_DROPPED:
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loopi(3) putint(p, int(f.pos[i]*DMF));
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loopi(3) putuint(p, uint(f.pos[i]*DMF));
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break;
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}
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}
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