clamp damage roll by maxroll
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2572 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -243,6 +243,12 @@ VAR(recoilbackfade, 0, 100, 1000);
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// moveres indicated the physics precision (which is lower for monsters and multiplayer prediction)
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// local is false for multiplayer prediction
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void clamproll(physent *pl)
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{
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if(pl->roll > maxroll) pl->roll = maxroll;
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else if(pl->roll < -maxroll) pl->roll = -maxroll;
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}
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void moveplayer(physent *pl, int moveres, bool local, int curtime)
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{
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bool water = false;
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@@ -457,8 +463,7 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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else
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{
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pl->roll += pl->strafe*curtime/-30.0f;
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if(pl->roll>maxroll) pl->roll = (float)maxroll;
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if(pl->roll<-maxroll) pl->roll = (float)-maxroll;
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clamproll(pl);
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}
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// smooth pitch
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