#include "Awards.h"
extern float multiplier;
-extern int channels[100];
extern Terrain terrain;
extern float gravity;
extern int environment;
extern bool autoslomo;
extern float camerashake;
extern float woozy;
-extern float terraindetail;
extern float viewdistance;
extern float blackout;
extern int difficulty;
if(owner[i]==-1&&(velocity[i].x||velocity[i].y||velocity[i].z)&&!physics[i]){
position[i]+=velocity[i]*multiplier;
tippoint[i]+=velocity[i]*multiplier;
- whichpatchx=position[i].x/(terrain.size/subdivision*terrain.scale*terraindetail);
- whichpatchz=position[i].z/(terrain.size/subdivision*terrain.scale*terraindetail);
+ whichpatchx=position[i].x/(terrain.size/subdivision*terrain.scale);
+ whichpatchz=position[i].z/(terrain.size/subdivision*terrain.scale);
if(whichpatchx>0&&whichpatchz>0&&whichpatchx<subdivision&&whichpatchz<subdivision)
if(terrain.patchobjectnum[whichpatchx][whichpatchz]){
for(j=0;j<terrain.patchobjectnum[whichpatchx][whichpatchz];j++){
//Object collisions
- whichpatchx=(position[i].x)/(terrain.size/subdivision*terrain.scale*terraindetail);
- whichpatchz=(position[i].z)/(terrain.size/subdivision*terrain.scale*terraindetail);
+ whichpatchx=(position[i].x)/(terrain.size/subdivision*terrain.scale);
+ whichpatchz=(position[i].z)/(terrain.size/subdivision*terrain.scale);
if(whichpatchx>0&&whichpatchz>0&&whichpatchx<subdivision&&whichpatchz<subdivision)
if(terrain.patchobjectnum[whichpatchx][whichpatchz]){
for(j=0;j<terrain.patchobjectnum[whichpatchx][whichpatchz];j++){