no movement sounds in water
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1840 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -335,7 +335,7 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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pl->jumpnext = false;
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pl->vel.z = 2.0f; //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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if(local && !water) playsoundc(S_JUMP);
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else if(pl->type==ENT_BOT) playsound(S_JUMP, pl); // Added by Rick
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}
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pl->timeinair = 0;
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@@ -599,7 +599,7 @@ void updateplayerfootsteps(playerent *p, int sound)
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if(loc) // check again, only pause sound if player isn't moving
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{
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bool playing = loc->playing();
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if(!footsteps || p->state != CS_ALIVE || lastmillis-p->lastpain < 300 || (!p->onfloor && p->timeinair>50) || (!p->move && !p->strafe) || (sound==S_FOOTSTEPS && p->crouching) || (sound==S_FOOTSTEPSCROUCH && !p->crouching))
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if(!footsteps || p->state != CS_ALIVE || lastmillis-p->lastpain < 300 || (!p->onfloor && p->timeinair>50) || (!p->move && !p->strafe) || (sound==S_FOOTSTEPS && p->crouching) || (sound==S_FOOTSTEPSCROUCH && !p->crouching) || p->inwater)
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{
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if(playing) loc->pause();
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}
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