コード例 #1
0
//-----------------------------------------------------------------------------
// Purpose: Check the jump button to make various jumps
//-----------------------------------------------------------------------------
bool CTFGameMovementRecon::CheckJumpButton()
{
	// FIXME: Refactor this so we don't have this complicated duplicate
	// code here + in gamemovement.cpp

	if ( player->pl.deadflag )
	{
		mv->m_nOldButtons |= IN_JUMP ;	// don't jump again until released
		return false;
	}

	// Water jumps!
	if ( CheckWaterJump() )
		return false;

	if ( mv->m_nOldButtons & IN_JUMP )
		return false;		// don't pogo stick

	CTFMoveData *pTFMove = static_cast<CTFMoveData*>( mv );

	// Check for wall jump...
	if ( !CheckWallJump( pTFMove ) )
	{
		// If we already did one air jump, can't do another 
 		if ( (player->GetGroundEntity() == NULL ) && ( pTFMove->ReconData().m_nJumpCount > 1) )
		{
			mv->m_nOldButtons |= IN_JUMP;
			return false;		// in air, so no effect
		}

		pTFMove->ReconData().m_nJumpCount += 1;

		// Am I doing a double-jump?
		bool bWasInAir = (player->GetGroundEntity() == NULL);

		// In the air now.
		SetGroundEntity( NULL );
		
		PlayStepSound( m_pSurfaceData, 1.0, true );

		if (!CheckBackJump(bWasInAir))
		{
			if (CheckStrafeJump(bWasInAir))
			{
				// Can't double jump out of a roll....
				pTFMove->ReconData().m_nJumpCount += 1;
			}
			else
			{
				CheckForwardJump(bWasInAir);
			}
		}
	}

	pTFMove->ReconData().m_flSuppressionJumpTime = TIME_WALL_SUPPRESSION_JUMP;	

	FinishGravity();

	mv->m_outWishVel = mv->m_vecVelocity;
	mv->m_outStepHeight += 0.1f;

	// Flag that we jumped.
	mv->m_nOldButtons |= IN_JUMP;	// don't jump again until released
	return true;
}
コード例 #2
0
void CBasePlayer::UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity )
{
	bool bWalking;
	float fvol;
	Vector knee;
	Vector feet;
	float height;
	float speed;
	float velrun;
	float velwalk;
	int	fLadder;

	if ( m_flStepSoundTime > 0 )
	{
		m_flStepSoundTime -= 1000.0f * gpGlobals->frametime;
		if ( m_flStepSoundTime < 0 )
		{
			m_flStepSoundTime = 0;
		}
	}

	if ( m_flStepSoundTime > 0 )
		return;

	if ( GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
		return;

	if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
		return;

	if ( !sv_footsteps.GetFloat() )
		return;

	speed = VectorLength( vecVelocity );
	float groundspeed = Vector2DLength( vecVelocity.AsVector2D() );

	// determine if we are on a ladder
	fLadder = ( GetMoveType() == MOVETYPE_LADDER );

	GetStepSoundVelocities( &velwalk, &velrun );

	bool onground = ( GetFlags() & FL_ONGROUND );
	bool movingalongground = ( groundspeed > 0.0001f );
	bool moving_fast_enough =  ( speed >= velwalk );

#ifdef PORTAL
	// In Portal we MUST play footstep sounds even when the player is moving very slowly
	// This is used to count the number of footsteps they take in the challenge mode
	// -Jeep
	moving_fast_enough = true;
#endif

	// To hear step sounds you must be either on a ladder or moving along the ground AND
	// You must be moving fast enough

	if ( !moving_fast_enough || !(fLadder || ( onground && movingalongground )) )
			return;

//	MoveHelper()->PlayerSetAnimation( PLAYER_WALK );

	bWalking = speed < velrun;		

	VectorCopy( vecOrigin, knee );
	VectorCopy( vecOrigin, feet );

	height = GetPlayerMaxs()[ 2 ] - GetPlayerMins()[ 2 ];

	knee[2] = vecOrigin[2] + 0.2 * height;

	// find out what we're stepping in or on...
	if ( fLadder )
	{
		psurface = GetLadderSurface(vecOrigin);
		fvol = 0.5;

		SetStepSoundTime( STEPSOUNDTIME_ON_LADDER, bWalking );
	}
	else if ( GetWaterLevel() == WL_Waist )
	{
		static int iSkipStep = 0;

		if ( iSkipStep == 0 )
		{
			iSkipStep++;
			return;
		}

		if ( iSkipStep++ == 3 )
		{
			iSkipStep = 0;
		}
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "wade" ) );
		fvol = 0.65;
		SetStepSoundTime( STEPSOUNDTIME_WATER_KNEE, bWalking );
	}
	else if ( GetWaterLevel() == WL_Feet )
	{
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "water" ) );
		fvol = bWalking ? 0.2 : 0.5;

		SetStepSoundTime( STEPSOUNDTIME_WATER_FOOT, bWalking );
	}
	else
	{
		if ( !psurface )
			return;

		SetStepSoundTime( STEPSOUNDTIME_NORMAL, bWalking );

		switch ( psurface->game.material )
		{
		default:
		case CHAR_TEX_CONCRETE:						
			fvol = bWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_METAL:	
			fvol = bWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_DIRT:
			fvol = bWalking ? 0.25 : 0.55;
			break;

		case CHAR_TEX_VENT:	
			fvol = bWalking ? 0.4 : 0.7;
			break;

		case CHAR_TEX_GRATE:
			fvol = bWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_TILE:	
			fvol = bWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_SLOSH:
			fvol = bWalking ? 0.2 : 0.5;
			break;
		}
	}
	
	// play the sound
	// 65% volume if ducking
	if ( GetFlags() & FL_DUCKING )
	{
		fvol *= 0.65;
	}

	PlayStepSound( feet, psurface, fvol, false );
}
コード例 #3
0
//-----------------------------------------------------------------------------
// Purpose: Check the jump button to make various jumps
//-----------------------------------------------------------------------------
bool CTFGameMovementRecon::CheckWallJump( CTFMoveData *pTFMove )
{
	if ( player->GetGroundEntity() != NULL )
		return false;

	if ( pTFMove->ReconData().m_flActiveJumpTime == TIME_WALL_INVALID )
		return false;

	// Play a jump sound
	PlayStepSound( m_pSurfaceData, 1.0, true );

	Vector jumpDir;
	if ( ( pTFMove->m_nButtons & ( IN_MOVELEFT | IN_MOVERIGHT ) ) )
	{
		AngleVectors( pTFMove->m_vecViewAngles, NULL, &jumpDir, NULL );

		// Apply strafe jump...
		jumpDir *= ( pTFMove->m_nButtons & IN_MOVELEFT ) ? -1.0f : 1.0f;
		jumpDir.z = 0.0f;

		if ( pTFMove->m_nButtons & ( IN_FORWARD | IN_BACK ) )
		{
			Vector forward;
			AngleVectors( pTFMove->m_vecViewAngles, &forward, NULL, NULL );
			forward *= 0.5f;
			forward *= ( pTFMove->m_nButtons & IN_BACK ) ? -1.0f : 1.0f;
			forward.z = 0.0;
			jumpDir += forward;
		}

		VectorNormalize( jumpDir );
		jumpDir *= 400;
	}
	else
	{
		AngleVectors( pTFMove->m_vecViewAngles, &jumpDir, NULL, NULL );
		jumpDir *= ( pTFMove->m_nButtons & IN_BACK ) ? -1.0f : 1.0f;
		jumpDir.z = 0.0;

		VectorNormalize( jumpDir );
		jumpDir *= 400;
	}

	pTFMove->ReconData().m_flStickTime = TIME_WALL_STICK;
	pTFMove->ReconData().m_vecUnstickVelocity.Init( jumpDir.x, jumpDir.y, 
		pTFMove->m_vecVelocity[2] + 1.5 * sqrt(2 * 800 * 45.0) );
	if (pTFMove->ReconData().m_vecUnstickVelocity.GetZ() > MAX_VERTICAL_SPEED)
		pTFMove->ReconData().m_vecUnstickVelocity.SetZ( MAX_VERTICAL_SPEED );

	pTFMove->m_vecVelocity.Init( 0, 0, 0 );

	// Don't allow jump into wall
	float normalComponent = DotProduct( pTFMove->ReconData().m_vecUnstickVelocity, pTFMove->ReconData().m_vecImpactNormal );
	if ( normalComponent < 0 )
	{
		Vector vUnstickVel;
		VectorMA( pTFMove->ReconData().m_vecUnstickVelocity, -normalComponent, 
			pTFMove->ReconData().m_vecImpactNormal, vUnstickVel );
		pTFMove->ReconData().m_vecUnstickVelocity = vUnstickVel;
	}

	return true;
}
コード例 #4
0
ファイル: baseplayer_shared.cpp プロジェクト: paralin/hl2sdk
void CBasePlayer::UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity )
{
	int	fWalking;
	float fvol;
	Vector knee;
	Vector feet;
	float height;
	float speed;
	float velrun;
	float velwalk;
	float flduck;
	int	fLadder;

	if ( m_flStepSoundTime > 0 )
	{
		m_flStepSoundTime -= 1000.0f * gpGlobals->frametime;
		if ( m_flStepSoundTime < 0 )
		{
			m_flStepSoundTime = 0;
		}
	}

	if ( m_flStepSoundTime > 0 )
		return;

	if ( GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
		return;

	if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
		return;

	if ( !sv_footsteps.GetFloat() )
		return;

	speed = VectorLength( vecVelocity );
	float groundspeed = Vector2DLength( vecVelocity.AsVector2D() );

	// determine if we are on a ladder
	fLadder = ( GetMoveType() == MOVETYPE_LADDER );

	// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!	
	if ( ( GetFlags() & FL_DUCKING) || fLadder )
	{
		velwalk = 60;		// These constants should be based on cl_movespeedkey * cl_forwardspeed somehow
		velrun = 80;		
		flduck = 100;
	}
	else
	{
		velwalk = 90;
		velrun = 220;
		flduck = 0;
	}

	bool onground = ( GetFlags() & FL_ONGROUND );
	bool movingalongground = ( groundspeed > 0.0f );
	bool moving_fast_enough =  ( speed >= velwalk );

	// To hear step sounds you must be either on a ladder or moving along the ground AND
	// You must be moving fast enough

	if ( !moving_fast_enough || !(fLadder || ( onground && movingalongground )) )
			return;

//	MoveHelper()->PlayerSetAnimation( PLAYER_WALK );

	fWalking = speed < velrun;		

	VectorCopy( vecOrigin, knee );
	VectorCopy( vecOrigin, feet );

	height = GetPlayerMaxs()[ 2 ] - GetPlayerMins()[ 2 ];

	knee[2] = vecOrigin[2] + 0.2 * height;

	// find out what we're stepping in or on...
	if ( fLadder )
	{
#ifdef CLIENT_DLL
		psurface = GetFootstepSurface( vecOrigin, "ladder" );
#else
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "ladder" ) );
#endif
		fvol = 0.5;
		m_flStepSoundTime = 350;
	}
	else if ( enginetrace->GetPointContents( knee ) & MASK_WATER )
	{
		static int iSkipStep = 0;

		if ( iSkipStep == 0 )
		{
			iSkipStep++;
			return;
		}

		if ( iSkipStep++ == 3 )
		{
			iSkipStep = 0;
		}
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "wade" ) );
		fvol = 0.65;
		m_flStepSoundTime = 600;
	}
	else if ( enginetrace->GetPointContents( feet ) & MASK_WATER )
	{
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "water" ) );
		fvol = fWalking ? 0.2 : 0.5;
		m_flStepSoundTime = fWalking ? 400 : 300;		
	}
	else
	{
		if ( !psurface )
			return;

		m_flStepSoundTime = fWalking ? 400 : 300;
		switch ( psurface->game.material )
		{
		default:
		case CHAR_TEX_CONCRETE:						
			fvol = fWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_METAL:	
			fvol = fWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_DIRT:
			fvol = fWalking ? 0.25 : 0.55;
			break;

		case CHAR_TEX_VENT:	
			fvol = fWalking ? 0.4 : 0.7;
			break;

		case CHAR_TEX_GRATE:
			fvol = fWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_TILE:	
			fvol = fWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_SLOSH:
			fvol = fWalking ? 0.2 : 0.5;
			break;
		}
	}
	
	m_flStepSoundTime += flduck; // slower step time if ducking

	// play the sound
	// 65% volume if ducking
	if ( GetFlags() & FL_DUCKING )
	{
		fvol *= 0.65;
	}

	PlayStepSound( feet, psurface, fvol, false );
}
コード例 #5
0
void CDODPlayer::UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity )
{
	Vector knee;
	Vector feet;
	float height;
	int	fLadder;

	if ( m_flStepSoundTime > 0 )
	{
		m_flStepSoundTime -= 1000.0f * gpGlobals->frametime;
		if ( m_flStepSoundTime < 0 )
		{
			m_flStepSoundTime = 0;
		}
	}

	if ( m_flStepSoundTime > 0 )
		return;

	if ( GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
		return;

	if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
		return;

	if ( !sv_footsteps.GetFloat() )
		return;

	float speed = VectorLength( vecVelocity );
	float groundspeed = Vector2DLength( vecVelocity.AsVector2D() );

	// determine if we are on a ladder
	fLadder = ( GetMoveType() == MOVETYPE_LADDER );

	float flDuck;

	if ( ( GetFlags() & FL_DUCKING) || fLadder )
	{
		flDuck = 100;
	}
	else
	{
		flDuck = 0;
	}

	static float flMinProneSpeed = 10.0f;
	static float flMinSpeed = 70.0f;
	static float flRunSpeed = 110.0f;

	bool onground = ( GetFlags() & FL_ONGROUND );
	bool movingalongground = ( groundspeed > 0.0f );
	bool moving_fast_enough =  ( speed >= flMinSpeed );

	// always play a step sound if we are moving faster than 

	// To hear step sounds you must be either on a ladder or moving along the ground AND
	// You must be moving fast enough

	CheckProneMoveSound( groundspeed, onground );

	if ( !moving_fast_enough || !(fLadder || ( onground && movingalongground )) )
	{
		return;
	}

	bool bWalking = ( speed < flRunSpeed );		// or ducking!

	VectorCopy( vecOrigin, knee );
	VectorCopy( vecOrigin, feet );

	height = GetPlayerMaxs()[ 2 ] - GetPlayerMins()[ 2 ];

	knee[2] = vecOrigin[2] + 0.2 * height;

	float flVol;

	// find out what we're stepping in or on...
	if ( fLadder )
	{
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "ladder" ) );
		flVol = 1.0;
		m_flStepSoundTime = 350;
	}
	else if ( enginetrace->GetPointContents( knee ) & MASK_WATER )
	{
		static int iSkipStep = 0;

		if ( iSkipStep == 0 )
		{
			iSkipStep++;
			return;
		}

		if ( iSkipStep++ == 3 )
		{
			iSkipStep = 0;
		}
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "wade" ) );
		flVol = 0.65;
		m_flStepSoundTime = 600;
	}
	else if ( enginetrace->GetPointContents( feet ) & MASK_WATER )
	{
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "water" ) );
		flVol = bWalking ? 0.2 : 0.5;
		m_flStepSoundTime = bWalking ? 400 : 300;		
	}
	else
	{
		if ( !psurface )
			return;

		if ( bWalking )
		{
			m_flStepSoundTime = 400;
		}
		else
		{
			if ( speed > 200 )
			{
				int speeddiff = PLAYER_SPEED_SPRINT - PLAYER_SPEED_RUN;
				int diff = speed - PLAYER_SPEED_RUN;

				float percent = (float)diff / (float)speeddiff;

				m_flStepSoundTime = 300.0f - 30.0f * percent;
			}
			else 
			{
				m_flStepSoundTime = 400;
			}
		}

		switch ( psurface->game.material )
		{
		default:
		case CHAR_TEX_CONCRETE:						
			flVol = bWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_METAL:	
			flVol = bWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_DIRT:
			flVol = bWalking ? 0.25 : 0.55;
			break;

		case CHAR_TEX_VENT:	
			flVol = bWalking ? 0.4 : 0.7;
			break;

		case CHAR_TEX_GRATE:
			flVol = bWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_TILE:	
			flVol = bWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_SLOSH:
			flVol = bWalking ? 0.2 : 0.5;
			break;
		}
	}

	m_flStepSoundTime += flDuck; // slower step time if ducking

	if ( GetFlags() & FL_DUCKING )
	{
		flVol *= 0.65;
	}

	// protect us from prediction errors a little bit
	if ( m_flMinNextStepSoundTime > gpGlobals->curtime )
	{
		return;
	}

	m_flMinNextStepSoundTime = gpGlobals->curtime + 0.1f;	

	PlayStepSound( feet, psurface, flVol, false );
}
コード例 #6
0
void CBasePlayer::UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity )
{
	bool bWalking;
	float fvol = 1.0f;
	Vector knee;
	Vector feet;
	float height;
	float speed;
	float velrun;
	float velwalk;
	int	fLadder;

	if ( m_flStepSoundTime > 0 )
	{
		m_flStepSoundTime -= 1000.0f * gpGlobals->frametime;
		if ( m_flStepSoundTime < 0 )
		{
			m_flStepSoundTime = 0;
		}
	}

	if ( m_flStepSoundTime > 0 )
		return;

	if ( GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
		return;

	if ( GetMoveType() == MOVETYPE_NOCLIP )
		return;

	if ( !sv_footsteps.GetFloat() )
		return;

	speed = VectorLength( vecVelocity );
	float groundspeed = Vector2DLength( vecVelocity.AsVector2D() );

	// determine if we are on a ladder
	fLadder = false;

	GetStepSoundVelocities( &velwalk, &velrun );

	bool onground = ( GetFlags() & FL_ONGROUND );
	bool movingalongground = ( groundspeed > 0.0001f );
	bool moving_fast_enough =  ( speed >= velwalk );

	// To hear step sounds you must be either on a ladder or moving along the ground AND
	// You must be moving fast enough

	if ( !moving_fast_enough || !( onground && movingalongground ) )
			return;

//	MoveHelper()->PlayerSetAnimation( PLAYER_WALK );

	bWalking = speed < velrun;		

	VectorCopy( vecOrigin, knee );
	VectorCopy( vecOrigin, feet );

	height = GetPlayerMaxs()[ 2 ] - GetPlayerMins()[ 2 ];

	knee[2] = vecOrigin[2] + 0.2 * height;

	if ( !psurface )
		return;

	SetStepSoundTime( STEPSOUNDTIME_NORMAL, bWalking );

#ifdef CLIENT_DLL
	if (this == GetLocalPlayer())
	{
		fvol = 0.1f;
	}
#endif

	PlayStepSound( feet, psurface, fvol, false );
}
コード例 #7
0
ファイル: c_asw_alien.cpp プロジェクト: Au-heppa/swarm-sdk
void C_ASW_Alien::MarineStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity )
{
	int	fWalking;
	float fvol;
	Vector knee;
	Vector feet;
	float height;
	float speed;
	float velrun;
	float velwalk;
	float flduck;
	int	fLadder;

	if ( GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
		return;

	if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
		return;

	if ( gpGlobals->curtime - sm_flLastFootstepTime < asw_alien_footstep_interval.GetFloat() )
		return;

	speed = VectorLength( vecVelocity );
	float groundspeed = Vector2DLength( vecVelocity.AsVector2D() );

	// determine if we are on a ladder
	fLadder = ( GetMoveType() == MOVETYPE_LADDER );

	// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!	
	if ( ( GetFlags() & FL_DUCKING) || fLadder )
	{
		velwalk = 60;		// These constants should be based on cl_movespeedkey * cl_forwardspeed somehow
		velrun = 80;		
		flduck = 100;
	}
	else
	{
		velwalk = 90;
		velrun = 220;
		flduck = 0;
	}

	bool onground = true; //( GetFlags() & FL_ONGROUND );
	bool movingalongground = ( groundspeed > 0.0f );
	bool moving_fast_enough =  ( speed >= velwalk );

	// To hear step sounds you must be either on a ladder or moving along the ground AND
	// You must be moving fast enough
	//Msg("og=%d ma=%d mf=%d\n", onground, movingalongground, moving_fast_enough);
	if ( !moving_fast_enough || !(fLadder || ( onground && movingalongground )) )
			return;

//	MoveHelper()->PlayerSetAnimation( PLAYER_WALK );

	fWalking = speed < velrun;		

	VectorCopy( vecOrigin, knee );
	VectorCopy( vecOrigin, feet );

	height = 72.0f; // bad

	knee[2] = vecOrigin[2] + 0.2 * height;

	// find out what we're stepping in or on...
	if ( fLadder )
	{
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "ladder" ) );
		fvol = 0.5;
	}
	else if ( enginetrace->GetPointContents( knee ) & MASK_WATER )
	{
		static int iSkipStep = 0;

		if ( iSkipStep == 0 )
		{
			iSkipStep++;
			return;
		}

		if ( iSkipStep++ == 3 )
		{
			iSkipStep = 0;
		}
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "wade" ) );
		fvol = 0.65;
	}
	else if ( enginetrace->GetPointContents( feet ) & MASK_WATER )
	{
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "water" ) );
		fvol = fWalking ? 0.2 : 0.5;		
	}
	else
	{
		if ( !psurface )
			return;

		switch ( psurface->game.material )
		{
		default:
		case CHAR_TEX_CONCRETE:						
			fvol = fWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_METAL:	
			fvol = fWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_DIRT:
			fvol = fWalking ? 0.25 : 0.55;
			break;

		case CHAR_TEX_VENT:	
			fvol = fWalking ? 0.4 : 0.7;
			break;

		case CHAR_TEX_GRATE:
			fvol = fWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_TILE:	
			fvol = fWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_SLOSH:
			fvol = fWalking ? 0.2 : 0.5;
			break;
		}
	}

	// play the sound
	// 65% volume if ducking
	if ( GetFlags() & FL_DUCKING )
	{
		fvol *= 0.65;
	}

	if ( asw_override_footstep_volume.GetFloat() > 0 )
	{
		fvol = asw_override_footstep_volume.GetFloat();
	}

	PlayStepSound( feet, psurface, fvol, false );
}