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Attempt to fix knockback and swimming.

This commit is contained in:
Howaner
2014-08-04 01:34:12 +02:00
parent b19874e6f2
commit 0911072d27
2 changed files with 22 additions and 18 deletions

View File

@@ -244,9 +244,9 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
Vector3d Heading(0, 0, 0);
if (a_Attacker != NULL)
{
Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 10 : 8);
Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 16 : 11);
Heading.y = 1.6;
}
Heading.y = 2;
TDI.Knockback = Heading * a_KnockbackAmount;
DoTakeDamage(TDI);
@@ -731,21 +731,19 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
}
NextSpeed.y += fallspeed;
}
else
// Friction
if (NextSpeed.SqrLength() > 0.0004f)
{
// Friction
if (NextSpeed.SqrLength() > 0.0004f)
NextSpeed.x *= 0.7f / (1 + a_Dt);
if (fabs(NextSpeed.x) < 0.05)
{
NextSpeed.x *= 0.7f / (1 + a_Dt);
if (fabs(NextSpeed.x) < 0.05)
{
NextSpeed.x = 0;
}
NextSpeed.z *= 0.7f / (1 + a_Dt);
if (fabs(NextSpeed.z) < 0.05)
{
NextSpeed.z = 0;
}
NextSpeed.x = 0;
}
NextSpeed.z *= 0.7f / (1 + a_Dt);
if (fabs(NextSpeed.z) < 0.05)
{
NextSpeed.z = 0;
}
}