Attempt to fix knockback and swimming.
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@@ -244,9 +244,9 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
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Vector3d Heading(0, 0, 0);
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if (a_Attacker != NULL)
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{
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Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 10 : 8);
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Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 16 : 11);
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Heading.y = 1.6;
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}
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Heading.y = 2;
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TDI.Knockback = Heading * a_KnockbackAmount;
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DoTakeDamage(TDI);
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@@ -731,21 +731,19 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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}
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NextSpeed.y += fallspeed;
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}
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else
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// Friction
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if (NextSpeed.SqrLength() > 0.0004f)
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{
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// Friction
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if (NextSpeed.SqrLength() > 0.0004f)
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NextSpeed.x *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.x) < 0.05)
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{
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NextSpeed.x *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.x) < 0.05)
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{
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NextSpeed.x = 0;
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}
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NextSpeed.z *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.z) < 0.05)
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{
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NextSpeed.z = 0;
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}
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NextSpeed.x = 0;
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}
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NextSpeed.z *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.z) < 0.05)
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{
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NextSpeed.z = 0;
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}
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}
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