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Fix oxygen consumption code (idPlayer::airTics) for > 60Hz
it already mostly worked, but picking up oxygen bottles gave too little oxygen at >60fps and changing com_gameHz while being "outside" would screw up the remaining oxygen and the implementation was needlessly invasive anyway. I reverted most changes, turned idPlayer::airTics into a float (so they are now virtual 60Hz tics instead of actual number of tics) and adjusted the code that increases or decreases the airTics (idPlayer::UpdateAir()) to scale the values added/subtracted accordingly. Apart from that it's only a few changes to accomodate the fact that it's a float now.
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