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  /external/quake/quake/src/WinQuake/
sv_user.cpp 125 float speed, newspeed, control; local
151 newspeed = speed - host_frametime*control*friction;
153 if (newspeed < 0)
154 newspeed = 0;
155 newspeed /= speed;
157 vel[0] = vel[0] * newspeed;
158 vel[1] = vel[1] * newspeed;
159 vel[2] = vel[2] * newspeed;
251 float speed, newspeed, wishspeed, addspeed, accelspeed;
280 newspeed = speed - host_frametime * speed * sv_friction.value
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sv_phys.cpp 1369 float speed, newspeed, control; local
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  /gdk/samples/quake/jni/
sv_user.cpp 125 float speed, newspeed, control; local
151 newspeed = speed - host_frametime*control*friction;
153 if (newspeed < 0)
154 newspeed = 0;
155 newspeed /= speed;
157 vel[0] = vel[0] * newspeed;
158 vel[1] = vel[1] * newspeed;
159 vel[2] = vel[2] * newspeed;
251 float speed, newspeed, wishspeed, addspeed, accelspeed;
280 newspeed = speed - host_frametime * speed * sv_friction.value
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sv_phys.cpp 1369 float speed, newspeed, control; local
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  /external/quake/quake/src/QW/client/
pmove.c 327 float speed, newspeed, control; local
374 newspeed = speed - drop;
375 if (newspeed < 0)
376 newspeed = 0;
377 newspeed /= speed;
379 vel[0] = vel[0] * newspeed;
380 vel[1] = vel[1] * newspeed;
381 vel[2] = vel[2] * newspeed;
778 float speed, drop, friction, control, newspeed, accel; local
805 newspeed = speed - drop
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  /external/replicaisland/src/com/replica/replicaisland/
PlayerComponent.java 175 final float newSpeed = Math.abs(currentSpeed + impulse.x);
176 if (newSpeed > maxHorizontalSpeed) {

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