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Refine the g_footstep
cvar.
There were complains that always generating footsteps is annoying, because there will be footsteps while swimming or jumping. Refine the cvar a little bit: * `0`: No footsteps at all. * `1`: Vanilla Quake II behavior. * `2`: Always footsteps as long as the player has a ground entity. * `3`: Always footsteps. The changes the meaning of the values, `2` has become `3`. Closes yquake2/yquake2#738.
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@ -1114,6 +1114,16 @@ G_SetClientEvent(edict_t *ent)
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}
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}
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else if (g_footsteps->value == 2)
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{
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if (ent->groundentity)
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{
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if ((int)(current_client->bobtime + bobmove) != bobcycle)
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{
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ent->s.event = EV_FOOTSTEP;
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}
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}
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}
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else if (g_footsteps->value >= 3)
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{
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if ((int)(current_client->bobtime + bobmove) != bobcycle)
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{
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