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Entities experience water resistance

This commit is contained in:
Tiger Wang
2014-09-13 22:49:05 +01:00
parent 5b63a7fe98
commit 52d86728e6
2 changed files with 31 additions and 16 deletions

View File

@@ -927,12 +927,13 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
float fallspeed;
if (IsBlockWater(BlockIn))
{
fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water.
fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water
ApplyFriction(NextSpeed, 0.7, a_Dt);
}
else if (BlockIn == E_BLOCK_COBWEB)
{
NextSpeed.y *= 0.05; // Reduce overall falling speed
fallspeed = 0; // No falling.
fallspeed = 0; // No falling
}
else
{
@@ -943,20 +944,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
}
else
{
// Friction on ground
if (NextSpeed.SqrLength() > 0.0004f)
{
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;
}
}
ApplyFriction(NextSpeed, 0.7, a_Dt);
}
// Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
@@ -1062,6 +1050,27 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
void cEntity::ApplyFriction(Vector3d & a_Speed, double a_SlowdownMultiplier, float a_Dt)
{
if (a_Speed.SqrLength() > 0.0004f)
{
a_Speed.x *= a_SlowdownMultiplier / (1 + a_Dt);
if (fabs(a_Speed.x) < 0.05)
{
a_Speed.x = 0;
}
a_Speed.z *= a_SlowdownMultiplier / (1 + a_Dt);
if (fabs(a_Speed.z) < 0.05)
{
a_Speed.z = 0;
}
}
}
void cEntity::TickBurning(cChunk & a_Chunk)
{
// Remember the current burning state: