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Add meaningful names for magic numbers
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@ -1,5 +1,9 @@
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#include "precompiled.h"
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#define PLAYER_MOVEMENT_STOPSPEED 100.0 // sv_stopspeed Minimum stopping speed when on ground
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#define PLAYER_MOVEMENT_FRICTION 4.0 // sv_friction Surface friction
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#define PLAYER_MOVEMENT_JUMP_FACTOR 19.0
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BOOL pm_shared_initialized = FALSE;
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vec3_t rgv3tStuckTable[54];
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@ -888,10 +892,10 @@ void PM_WalkMove()
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#ifdef REGAMEDLL_ADD
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if (player_movement_legacy.value == 0)
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flRatio = (100.0 - pmove->fuser2 * 0.001 * 19.0 * player_movement_penalty_jump.value * pmove->frametime) * 0.01;
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flRatio = (PLAYER_MOVEMENT_STOPSPEED - pmove->fuser2 * 0.001 * PLAYER_MOVEMENT_JUMP_FACTOR * player_movement_penalty_jump.value * pmove->frametime) / 100.0;
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else
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#endif
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flRatio = (100.0 - pmove->fuser2 * 0.001 * 19.0) * 0.01;
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flRatio = (PLAYER_MOVEMENT_STOPSPEED - pmove->fuser2 * 0.001 * PLAYER_MOVEMENT_JUMP_FACTOR /** PLAYER_MOVEMENT_FRICTION * pmove->frametime*/) / 100.0;
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pmove->velocity[0] *= flRatio;
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pmove->velocity[1] *= flRatio;
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@ -2566,15 +2570,15 @@ void EXT_FUNC __API_HOOK(PM_Jump)()
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#ifdef REGAMEDLL_ADD
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if (player_movement_legacy.value == 0)
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flRatio = (100.0 - pmove->fuser2 * 0.001 * 19.0 * player_movement_penalty_jump.value * pmove->frametime) * 0.01;
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flRatio = (PLAYER_MOVEMENT_STOPSPEED - pmove->fuser2 * 0.001 * PLAYER_MOVEMENT_JUMP_FACTOR * player_movement_penalty_jump.value * pmove->frametime) / 100.0;
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else
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#endif
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flRatio = (100.0 - pmove->fuser2 * 0.001 * 19.0) * 0.01;
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flRatio = (PLAYER_MOVEMENT_STOPSPEED - pmove->fuser2 * 0.001 * PLAYER_MOVEMENT_JUMP_FACTOR /** PLAYER_MOVEMENT_FRICTION * pmove->frametime*/) / 100.0;
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pmove->velocity[2] *= flRatio;
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}
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pmove->fuser2 = 100.0 * 1000.0 / 19.0 / 4.0;
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pmove->fuser2 = 100.0 / 0.001 / PLAYER_MOVEMENT_JUMP_FACTOR / PLAYER_MOVEMENT_FRICTION;
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// Decay it for simulation
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PM_FixupGravityVelocity();
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