finally fixing the trans-round nade attack (in lss), the voicecom check in server side, and another mouse adjustment (thanks to kirin..)
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5521 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -801,7 +801,7 @@ void tsens(int x)
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sensl=sensn/2.0f;
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}
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}
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conoutf("--- \f0you choose: %s sens",x==SDLK_3?"high":"low");
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conoutf("--- \f0you choose: the %s sens",x==SDLK_3?"higher":"lower");
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testsens=sensn;
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}
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if (x == SDLK_2)
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@@ -827,7 +827,7 @@ void tsens(int x)
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conoutf("--- \f0Sensitivity Training Ended. happy fragging.");
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sensitivity=sensn;
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} else {
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conoutf("--- \f0Sensitivity Training Stopped. ");
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conoutf("--- \f0Sensitivity Training Stopped.");
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}
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highlock=lowlock=0;
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sensn=sensl=sensh=0;
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@@ -861,13 +861,13 @@ void mousemove(int odx, int ody)
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float cursens = sensitivity;
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if(senst) {cursens=testsens;}
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if(mouseaccel && curtime && (dx || dy)) cursens += 0.02 * mouseaccel * sqrtf(dx*dx + dy*dy)/curtime;
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if(mouseaccel && curtime && (dx || dy)) cursens += 0.02f * mouseaccel * sqrtf(dx*dx + dy*dy)/curtime;
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cursens /= 33.0f*sensitivityscale;
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if( zooming(player1) )
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{
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extern float fov; extern int scopefov;
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cursens *= autoscopesens ? (((float)scopefov)/fov) : scopesensscale;
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cursens *= autoscopesens ? ((float)scopefov*0.66f/fov) : scopesensscale;
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}
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camera1->yaw += dx*cursens;
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