GL - blablafixes

This commit is contained in:
Erik Persson 2014-02-27 12:09:51 +01:00
parent 2b8dbee5f6
commit 978d071c90
3 changed files with 10 additions and 15 deletions

View File

@ -44,7 +44,7 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
switch (usage) switch (usage)
{ {
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS: case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
if(currentEnergy >= 9.0f) //if(currentEnergy >= 9.0f)
{ {
currentEnergy -= 9.0f; currentEnergy -= 9.0f;
ForcePush(usage,dt); ForcePush(usage,dt);
@ -128,11 +128,6 @@ void AttatchmentMassDriver::Update(float dt)
if(currentEnergy < maxEnergy) if(currentEnergy < maxEnergy)
{ {
currentEnergy += rechargeRate; currentEnergy += rechargeRate;
if(currentEnergy == maxEnergy)
{
int trap = 0;
}
} }
} }
@ -162,10 +157,10 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
Oyster::Math::Float radius = 4; Oyster::Math::Float radius = 4;
Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized(); Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized();
Oyster::Math::Float lenght = 10; Oyster::Math::Float lenght = 20;
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos; Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.6f); pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.9f);
Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius); Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
@ -201,10 +196,10 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
//if no object has been picked up then suck objects towards you //if no object has been picked up then suck objects towards you
Oyster::Math::Float radius = 4; Oyster::Math::Float radius = 4;
Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized(); Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized();
Oyster::Math::Float lenght = 10; Oyster::Math::Float lenght = 20;
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos; Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.2); Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.3f);
Oyster::Collision3D::Cone hitCone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius); Oyster::Collision3D::Cone hitCone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
forcePushData args; forcePushData args;
@ -218,7 +213,7 @@ void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
{ {
//DEBUG: //DEBUG:
MessageBeep(MB_ICONINFORMATION); MessageBeep(MB_ICONINFORMATION);
Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized() * 2; Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized() * 1.5f;
//Do ray test first! //Do ray test first!
//Oyster::Collision3D::Ray r(pos, owner->GetLookDir()); //Oyster::Collision3D::Ray r(pos, owner->GetLookDir());
@ -226,7 +221,7 @@ void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
if(this->hasObject) return; if(this->hasObject) return;
Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos , 1); Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos , 0.5);
Oyster::Physics::API::Instance().ApplyEffect(&hitSphere,this,AttemptPickUp); Oyster::Physics::API::Instance().ApplyEffect(&hitSphere,this,AttemptPickUp);
return; return;
} }

View File

@ -11,7 +11,7 @@ namespace GameLogic
{ {
const Oyster::Math::Float StandardMaxEnergy = 100.0f; const Oyster::Math::Float StandardMaxEnergy = 100.0f;
const Oyster::Math::Float StandardrechargeRate = 0.5f; const Oyster::Math::Float StandardrechargeRate = 0.5f;
const Oyster::Math::Float Standardforce = 1000.0f; const Oyster::Math::Float Standardforce = 2000.0f;
class AttatchmentMassDriver : public IAttatchment class AttatchmentMassDriver : public IAttatchment
{ {

View File

@ -193,7 +193,7 @@ using namespace GameLogic;
Oyster::Math::Float damageDone = 0.0f; Oyster::Math::Float damageDone = 0.0f;
Oyster::Math::Float forceThreashHold = 30.0f; //FIX: balance this Oyster::Math::Float forceThreashHold = 100.0f; //FIX: balance this
if(impactPower > forceThreashHold) //should only take damage if the force is high enough if(impactPower > forceThreashHold) //should only take damage if the force is high enough
{ {