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-rw-r--r--src/entities/Entity.cpp2
-rw-r--r--src/entities/Physical.cpp8
2 files changed, 5 insertions, 5 deletions
diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp
index a0c5c484..68486a3c 100644
--- a/src/entities/Entity.cpp
+++ b/src/entities/Entity.cpp
@@ -910,7 +910,7 @@ CEntity::ProcessLightsForEntity(void)
camDir *= 2.0f/dist;
glareDir += camDir;
glareDir.Normalise();
- float camAngle = -DotProduct(glareDir, CTimeCycle::GetSunPosition());
+ float camAngle = -DotProduct(glareDir, CTimeCycle::GetSunDirection());
if(camAngle > 0.0f){
float intens = Sqrt(camAngle) * CWeather::SunGlare;
pos += camDir;
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);