GL - blablafixes
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@ -44,7 +44,7 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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switch (usage)
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{
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case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
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if(currentEnergy >= 9.0f)
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//if(currentEnergy >= 9.0f)
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{
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currentEnergy -= 9.0f;
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ForcePush(usage,dt);
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@ -128,11 +128,6 @@ void AttatchmentMassDriver::Update(float dt)
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if(currentEnergy < maxEnergy)
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{
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currentEnergy += rechargeRate;
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if(currentEnergy == maxEnergy)
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{
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int trap = 0;
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}
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}
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}
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@ -157,15 +152,15 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
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this->hasObject = false;
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this->heldObject = NULL;
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return ;
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return;
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}
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Oyster::Math::Float radius = 4;
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Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized();
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Oyster::Math::Float lenght = 10;
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Oyster::Math::Float lenght = 20;
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Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.6f);
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.9f);
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Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
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@ -201,10 +196,10 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
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//if no object has been picked up then suck objects towards you
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Oyster::Math::Float radius = 4;
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Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized();
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Oyster::Math::Float lenght = 10;
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Oyster::Math::Float lenght = 20;
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Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
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Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.2);
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Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.3f);
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Oyster::Collision3D::Cone hitCone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
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forcePushData args;
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@ -218,7 +213,7 @@ void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
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{
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//DEBUG:
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MessageBeep(MB_ICONINFORMATION);
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Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized() * 2;
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Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized() * 1.5f;
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//Do ray test first!
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//Oyster::Collision3D::Ray r(pos, owner->GetLookDir());
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@ -226,7 +221,7 @@ void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
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if(this->hasObject) return;
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Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos , 1);
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Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos , 0.5);
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Oyster::Physics::API::Instance().ApplyEffect(&hitSphere,this,AttemptPickUp);
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return;
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}
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@ -11,7 +11,7 @@ namespace GameLogic
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{
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const Oyster::Math::Float StandardMaxEnergy = 100.0f;
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const Oyster::Math::Float StandardrechargeRate = 0.5f;
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const Oyster::Math::Float Standardforce = 1000.0f;
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const Oyster::Math::Float Standardforce = 2000.0f;
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class AttatchmentMassDriver : public IAttatchment
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{
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@ -193,7 +193,7 @@ using namespace GameLogic;
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Oyster::Math::Float damageDone = 0.0f;
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Oyster::Math::Float forceThreashHold = 30.0f; //FIX: balance this
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Oyster::Math::Float forceThreashHold = 100.0f; //FIX: balance this
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if(impactPower > forceThreashHold) //should only take damage if the force is high enough
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{
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