Get movement setting instead of hard coded value
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@ -261,6 +261,23 @@ void Player::clearHud()
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}
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}
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}
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}
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RemotePlayer::RemotePlayer(IGameDef *gamedef, const char *name):
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Player(gamedef, name),
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m_sao(NULL)
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{
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movement_acceleration_default = g_settings->getFloat("movement_acceleration_default") * BS;
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movement_acceleration_air = g_settings->getFloat("movement_acceleration_air") * BS;
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movement_acceleration_fast = g_settings->getFloat("movement_acceleration_fast") * BS;
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movement_speed_walk = g_settings->getFloat("movement_speed_walk") * BS;
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movement_speed_crouch = g_settings->getFloat("movement_speed_crouch") * BS;
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movement_speed_fast = g_settings->getFloat("movement_speed_fast") * BS;
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movement_speed_climb = g_settings->getFloat("movement_speed_climb") * BS;
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movement_speed_jump = g_settings->getFloat("movement_speed_jump") * BS;
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movement_liquid_fluidity = g_settings->getFloat("movement_liquid_fluidity") * BS;
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movement_liquid_fluidity_smooth = g_settings->getFloat("movement_liquid_fluidity_smooth") * BS;
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movement_liquid_sink = g_settings->getFloat("movement_liquid_sink") * BS;
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movement_gravity = g_settings->getFloat("movement_gravity") * BS;
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}
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void RemotePlayer::save(std::string savedir)
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void RemotePlayer::save(std::string savedir)
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{
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{
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@ -424,10 +424,7 @@ private:
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class RemotePlayer : public Player
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class RemotePlayer : public Player
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{
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{
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public:
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public:
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RemotePlayer(IGameDef *gamedef, const char *name):
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RemotePlayer(IGameDef *gamedef, const char *name);
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Player(gamedef, name),
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m_sao(NULL)
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{}
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virtual ~RemotePlayer() {}
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virtual ~RemotePlayer() {}
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void save(std::string savedir);
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void save(std::string savedir);
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