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-rw-r--r--src/control/Curves.cpp18
-rw-r--r--src/vehicles/Boat.cpp2
2 files changed, 17 insertions, 3 deletions
diff --git a/src/control/Curves.cpp b/src/control/Curves.cpp
index 0a01a7aa..31a2767a 100644
--- a/src/control/Curves.cpp
+++ b/src/control/Curves.cpp
@@ -11,7 +11,7 @@ float CCurves::CalcSpeedScaleFactor(CVector* pPoint1, CVector* pPoint2, float di
if (dp > 0.9f)
return distance + Abs((pPoint1->x * dir1Y - pPoint1->y * dir1X) - (pPoint2->x * dir1Y - pPoint2->y * dir1X));
else
- return ((1.0f - dp) * 0.2f + 1.0f) * distance;
+ return ((1.0f - dp) * 0.25f + 1.0f) * distance;
}
void CCurves::CalcCurvePoint(CVector* pPos1, CVector* pPos2, CVector* pDir1, CVector* pDir2, float between, int32 timeOnCurve, CVector* pOutPos, CVector* pOutDir)
@@ -19,7 +19,21 @@ void CCurves::CalcCurvePoint(CVector* pPos1, CVector* pPos2, CVector* pDir1, CVe
float actualFactor = CalcSpeedScaleFactor(pPos1, pPos2, pDir1->x, pDir1->y, pDir2->x, pDir2->y);
CVector2D dir1 = *pDir1 * actualFactor;
CVector2D dir2 = *pDir2 * actualFactor;
- float curveCoef = 0.5f - 0.5f * Cos(3.1415f * between);
+ float t1 = Abs(DotProduct2D(*pPos1 - *pPos2, *pDir1));
+ float t2 = Abs(DotProduct2D(*pPos2 - *pPos1, *pDir2));
+ float curveCoef;
+ if (t1 > t2) {
+ if (between < (t1 - t2) / (t1 + t2))
+ curveCoef = 0.0f;
+ else
+ curveCoef = 0.5f - 0.5f * Cos(3.1415f * (t1 + t2) / (2 * t2) * (between - (t1 - t2) / (t1 + t2)));
+ }
+ else {
+ if (2 * t1 / (t1 + t2) < between)
+ curveCoef = 1.0f;
+ else
+ curveCoef = 0.5f - 0.5f * Cos(3.1415f * between * (t1 + t2) / (2 * t1));
+ }
*pOutPos = CVector(
(pPos1->x + between * dir1.x) * (1.0f - curveCoef) + (pPos2->x - (1 - between) * dir2.x) * curveCoef,
(pPos1->y + between * dir1.y) * (1.0f - curveCoef) + (pPos2->y - (1 - between) * dir2.y) * curveCoef,
diff --git a/src/vehicles/Boat.cpp b/src/vehicles/Boat.cpp
index 87b8a212..5879717a 100644
--- a/src/vehicles/Boat.cpp
+++ b/src/vehicles/Boat.cpp
@@ -431,7 +431,7 @@ CBoat::ProcessControl(void)
speedUp = pHandling->fBrakeDeceleration - m_vecMoveSpeed.z;
if(speedUp < 0.0f) speedUp = 0.0f;
float speedFwd = DotProduct(m_vecMoveSpeed, GetForward());
- speedFwd *= -m_nDeltaVolumeUnderWater * 0.01f * pHandling->fTractionLoss;
+ speedFwd *= -m_nDeltaVolumeUnderWater * 0.01f * pHandling->fBrakeBias;
CVector speed = speedFwd*GetForward() + CVector(0.0f, 0.0f, speedUp);
CVector splashImpulse = speed * m_fMass;
ApplyMoveForce(splashImpulse);