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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1369 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -268,8 +268,9 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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}
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else // fake physics for player ents to create _the_ cube movement (tm)
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{
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const int timeinair = pl->timeinair;
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int move = pl->onladder && !pl->onfloor && pl->move == -1 ? 0 : pl->move; // movement on ladder
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d.x = (float)(move*cosf(RAD*(pl->yaw-90)));
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d.y = (float)(move*sinf(RAD*(pl->yaw-90)));
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d.z = 0.0f;
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@@ -328,6 +329,9 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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pl->timeinair += curtime;
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}
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}
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// long jump
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if(timeinair > 600 && !pl->timeinair) if(local) playsoundc(S_LAND); else playsound(S_LAND, pl);
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}
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const float gravity = 20.0f;
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@@ -262,7 +262,6 @@ void checkmapsounds()
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}
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VAR(footsteps, 0, 1, 1);
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VAR(footstepradius, 0, 16, 25);
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VAR(footstepalign, 5, 15, 4000);
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int findsoundloc(int sound, physent *p)
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@@ -278,7 +277,7 @@ void checkplayerloopsounds()
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playerent *p = players[i];
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if(!p) continue;
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if(footsteps && camera1->o.dist(p->o) < footstepradius)
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if(footsteps && camera1->o.dist(p->o) < 16)
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{
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int idx = findsoundloc(S_FOOTSTEPS, p);
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if(idx == -1 || !soundlocs[idx].inuse)
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