From 8111e9f51e503fc5ad546782049eb6c7bf13a6c4 Mon Sep 17 00:00:00 2001 From: Erik Persson Date: Thu, 27 Feb 2014 13:09:45 +0100 Subject: [PATCH] GL - M,L controls activating/deactivating the window. lower threshhold for dmg --- Code/Game/GameClient/GameClientState/GamingUI.cpp | 7 +++++++ Code/Game/GameLogic/CollisionManager.cpp | 2 +- 2 files changed, 8 insertions(+), 1 deletion(-) diff --git a/Code/Game/GameClient/GameClientState/GamingUI.cpp b/Code/Game/GameClient/GameClientState/GamingUI.cpp index d676d25e..0f34b9c8 100644 --- a/Code/Game/GameClient/GameClientState/GamingUI.cpp +++ b/Code/Game/GameClient/GameClientState/GamingUI.cpp @@ -182,5 +182,12 @@ void GamingUI::OnKeyRelease(Enum::SAKI key, Keyboard* sender) case SAKI_D: this->key_strafeRight = false; break; } + + //DEBUG: + + if(key == SAKI_L) + this->sharedData->mouseDevice->Deactivate(); + if(key == SAKI_M) + this->sharedData->mouseDevice->Activate(); } diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index d6ebe095..fd5f372a 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -193,7 +193,7 @@ using namespace GameLogic; Oyster::Math::Float damageDone = 0.0f; - Oyster::Math::Float forceThreashHold = 100.0f; //FIX: balance this + Oyster::Math::Float forceThreashHold = 50.0f; //FIX: balance this if(impactPower > forceThreashHold) //should only take damage if the force is high enough {