struct worldobjref for sound locations
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2305 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -481,12 +481,12 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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{
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if(!pl->lastsplash || lastmillis-pl->lastsplash>500)
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{
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playsound(S_SPLASH2, NULL, NULL, pl==player1 ? NULL : &pl->o);
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playsound(S_SPLASH2, pl);
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pl->lastsplash = lastmillis;
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}
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if(pl==player1) pl->vel.z = 0;
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}
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else if(pl->inwater && !water) playsound(S_SPLASH1, NULL, NULL, &pl->o);
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else if(pl->inwater && !water) playsound(S_SPLASH1, &pl->o);
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pl->inwater = water;
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// Added by Rick: Easy hack to store previous locations of all players/monsters/bots
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if(pl->type==ENT_PLAYER || pl->type==ENT_BOT) ((playerent *)pl)->history.update(pl->o, lastmillis);
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