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author | aap <aap@papnet.eu> | 2020-05-26 11:34:20 +0200 |
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committer | aap <aap@papnet.eu> | 2020-05-26 11:34:20 +0200 |
commit | d8528ebbbe760d1ca72842cb7a4c1389ff318e5d (patch) | |
tree | f597a4d3767861083ee6ed7f72aa10ce75e0b958 /src/entities/Physical.cpp | |
parent | Merge pull request #586 from aap/miami (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/entities/Physical.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index ec9f3f33..02feb5cb 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -951,7 +951,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV Abs(m_vecMoveSpeed.z) < minspeed*2.0f) impulse = -0.8f * normalSpeed * mass; else if(IsVehicle() && ((CVehicle*)this)->IsBoat() && - colpoint.surfaceB == SURFACE_WOOD_PLANK && colpoint.normal.z < 0.5f) + colpoint.surfaceB == SURFACE_WOOD_SOLID && colpoint.normal.z < 0.5f) impulse = -(2.0f * m_fElasticity + 1.0f) * normalSpeed * mass; else impulse = -(m_fElasticity + 1.0f) * normalSpeed * mass; @@ -1146,7 +1146,7 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint) ApplyFrictionTurnForce(frictionDir*fImpulse, pointpos); if(fOtherSpeed > 0.1f && - colpoint.surfaceB != SURFACE_GRASS && colpoint.surfaceB != SURFACE_DIRTTRACK && + colpoint.surfaceB != SURFACE_GRASS && colpoint.surfaceB != SURFACE_MUD_DRY && CSurfaceTable::GetAdhesionGroup(colpoint.surfaceA) == ADHESIVE_HARD){ CVector v = frictionDir * fOtherSpeed * 0.25f; for(int i = 0; i < 4; i++) @@ -1642,7 +1642,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) if(impulseA > maxImpulseA) maxImpulseA = impulseA; if(A->IsVehicle()){ - if(!(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_PLANK) && + if(!(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_SOLID) && impulseA > A->m_fDamageImpulse) A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal); @@ -1679,7 +1679,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions; if(A->IsVehicle()){ - if(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_PLANK) + if(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_SOLID) adhesion = 0.0f; else if(impulseA > A->m_fDamageImpulse) A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal); |