drop footsteps on intermission
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@@ -310,7 +310,7 @@ VARP(localfootsteps, 0, 1, 1);
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void audiomanager::updateplayerfootsteps(playerent *p)
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{
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if(!p || ispaused || intermission) return;
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if(!p || ispaused) return;
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const int footstepradius = 20;
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@@ -324,6 +324,17 @@ void audiomanager::updateplayerfootsteps(playerent *p)
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locations.find(S_WATERFOOTSTEPSCROUCH, &ref, gamesounds)
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};
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if(intermission)
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{
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loopi(sizeof(locs)/sizeof(locs[0]))
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{
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location *l = locs[i];
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if(!l) continue;
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l->drop();
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}
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return;
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}
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bool local = (p == camera1);
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bool inrange = footsteps && (local || (camera1->o.dist(p->o) < footstepradius));
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