*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@231 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+18
-31
@@ -198,7 +198,8 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
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vec d; // vector of direction we ideally want to move in
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int move = pl->onladder && pl->move == -1 ? 0 : pl->move; // fix movement on ladder
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int move = pl->onladder && !pl->onfloor && pl->move == -1 ? 0 : pl->move; // fix movement on ladder
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d.x = (float)(move*cos(rad(pl->yaw-90)));
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d.y = (float)(move*sin(rad(pl->yaw-90)));
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@@ -224,6 +225,15 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
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vdiv(pl->vel, fpsfric);
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d = pl->vel;
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vmul(d, speed); // d is now frametime based velocity vector
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if(pl->isphysent)
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{
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pl->pitch += speed*5.0f;
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if(pl->pitch>360.0f) pl->pitch = 0.0f;
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pl->yaw += speed*5.0f;
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if(pl->yaw>360.0f) pl->yaw = 0.0f;
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}
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pl->blocked = false;
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pl->moving = true;
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@@ -239,6 +249,7 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
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{
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if(pl->k_up) pl->vel.z = 0.5;
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else if(pl->k_down) pl->vel.z = -0.5;
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pl->timeinair = 0;
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}
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else
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{
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@@ -265,11 +276,11 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
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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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}
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else if(pl->timeinair>800) // if we land after long time must have been a high jump, make thud sound
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/*else if(pl->timeinair>800) // if we land after long time must have been a high jump, make thud sound
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{
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if(local) playsoundc(S_LAND);
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else if(pl->monsterstate) playsound(S_LAND, &pl->o);
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};
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};*/
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pl->timeinair = 0;
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if(pl->isphysent) pl->vel.z *= 0.7f;
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}
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@@ -391,34 +402,10 @@ void movephysent(physent *pl)
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d = pl->vel;
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vmul(d, speed); // d is now frametime based velocity vector
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/* if(floating || water)
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{
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d.x *= (float)cos(rad(pl->pitch));
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d.y *= (float)cos(rad(pl->pitch));
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d.z = (float)(pl->move*sin(rad(pl->pitch)));
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};*/
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/*if(pl->onfloor || water)
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{
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if(pl->jumpnext)
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{
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pl->jumpnext = false;
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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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}
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else if(pl->timeinair>800) // if we land after long time must have been a high jump, make thud sound
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{
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//if(local) playsoundc(S_LAND);
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//else if(pl->monsterstate) playsound(S_LAND, &pl->o);
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};
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pl->timeinair = 0;
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}
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else
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{
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pl->timeinair += curtime;
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};*/
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pl->pitch = (pl->pitch+(speed));
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if(pl->pitch>360.0f) pl->pitch = 0.0f;
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printf("pitch %f\n", pl->pitch);
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if(pl->onfloor)
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{
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