Adjust crash tresholds and roll velocity
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b045f76a26
commit
6baf06541e
@ -38,7 +38,7 @@ private:
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std::shared_ptr<const assets::Model> model_;
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net::ObjNum num_;
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std::unique_ptr<btRigidBody> body_;
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float destr_th_ = 10.0f;
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float destr_th_ = 1.0f;
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};
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class MapInstance
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@ -294,7 +294,7 @@ void game::Vehicle::ProcessInput()
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{
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btVector3 ang_vel = physics_->GetBtBody().getAngularVelocity();
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const float max_vel = 5.0f;
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const float max_vel = 1.0f;
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btTransform trans = physics_->GetBtBody().getWorldTransform();
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btQuaternion quat = trans.getRotation();
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@ -316,9 +316,9 @@ void game::Vehicle::ProcessInput()
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new_ang_vel += world_roll;
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ang_vel = btVector3(new_ang_vel.x, new_ang_vel.y, new_ang_vel.z);
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physics_->GetBtBody().setAngularVelocity(ang_vel);
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}
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physics_->GetBtBody().setAngularVelocity(ang_vel);
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}
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}
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@ -333,7 +333,7 @@ void game::Vehicle::UpdateCrash()
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}
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else
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{
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if (crash_intensity_ > 1000.0f)
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if (crash_intensity_ > 300.0f)
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{
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float volume = RandomFloat(0.9f, 1.2f);
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float pitch = RandomFloat(1.0f, 1.3f);
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@ -355,7 +355,7 @@ void game::Vehicle::UpdateCrash()
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}
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PlaySound("crash", volume, pitch);
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no_crash_frames_ = 7 + rand() % 10;
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no_crash_frames_ = 3 + rand() % 10;
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}
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}
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