					--------------pvcfmod--------------------------
						Hud:AddMessage("step in  water",4);
						local waterstepPos=self:GetPos();
						local	 waterstepDir={x=0, y=0, z=1};
						local t = {1,2};
    						local _waterparticle=t[random(1, 2)];	
								 local _waterlevel = Game:GetWaterHeight();
    						if _waterparticle == 1 then
    							Particle:SpawnEffect({x=waterstepPos.x,y=waterstepPos.y,z=_waterlevel}, waterstepDir, "level.waterstep");
    						else
							Particle:SpawnEffect({x=waterstepPos.x,y=waterstepPos.y,z=_waterlevel}, waterstepDir, "level.waterstep");									
						end	
			--now we do own stepsound because original step routine plays most of the time the same anoying  sound
						if (not self.WaterStepSound) then 
							local t = random(1,4);
							local volumechange = random(1,50);							 
							if t == 1 then	self.WaterStepSound = Sound:Load3DSound("sounds/player/footsteps/water/step1.wav",0,110 - volumechange,5,50); end 
							if t == 2 then	self.WaterStepSound = Sound:Load3DSound("sounds/player/footsteps/water/step2.wav",0,110 - volumechange,5,50); end 
							if t == 3 then	self.WaterStepSound = Sound:Load3DSound("sounds/player/footsteps/water/step3.wav",0,110 - volumechange,5,50); end 
							if t == 4 then	self.WaterStepSound = Sound:Load3DSound("sounds/player/footsteps/water/step4.wav",0,110 - volumechange,5,50); end 
						end						
						 if (not Sound:IsPlaying(self.WaterStepSound) and (self.WaterStepSound ~= nil)) then 
						  	Sound:SetSoundPosition(self.WaterStepSound,self:GetPos());
						  	Sound:PlaySound(self.WaterStepSound);
						  	self.WaterStepSound = nil;
						end					
						
						
						
																	
		----------------pvcfmod--------------------------

