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@@ -163,8 +163,8 @@ void ClientEnvironment::step(f32 dtime, double uptime, unsigned int max_cycle_ms
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resistance_factor = 0.97; // todo maybe depend on speed; 0.96 = ~100 nps max
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resistance_factor += (1.0 - resistance_factor) *
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(1 - (MAX_MAP_GENERATION_LIMIT - pf.Y / BS) /
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MAX_MAP_GENERATION_LIMIT);
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(1 - (FARSCALE_LIMIT - pf.Y / BS) /
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FARSCALE_LIMIT);
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}
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// Liquid floating / sinking
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@@ -730,7 +730,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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// fm:
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// better air control when falling fast
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float speed = m_speed.getLength();
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const float speed = m_speed.getLength();
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if (!superspeed && speed > movement_speed_fast &&
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control.movement_speed) {
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v3f move_direction = v3f(0, 0, 1);
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