Projectile physics hotfix from Demolitionist.

This commit is contained in:
Marisa the Magician 2022-11-11 21:07:13 +01:00
commit 9e43bf8b8b
11 changed files with 57 additions and 7 deletions

View file

@ -54,6 +54,7 @@ Class BioSpark : Actor
+DONTSPLASH;
-BOUNCEAUTOOFF;
+BOUNCEAUTOOFFFLOORONLY;
+NOFRICTION;
BounceType "Doom";
BounceFactor 0.5;
WallBounceFactor 0.5;
@ -195,6 +196,16 @@ Class BioGel : Actor
if ( (victim is 'BioHitbox') && ((victim.target == master) || (victim.target.master == master)) ) return 1;
return -1;
}
override void FallAndSink( double grav, double oldfloorz )
{
if ( bNOGRAVITY || (waterlevel < 1) )
{
Super.FallAndSink(grav,oldfloorz);
return;
}
vel *= .99;
if ( pos.z > floorz ) vel.z += grav*.01; // floats in water
}
override void Tick()
{
Super.Tick();
@ -206,7 +217,6 @@ Class BioGel : Actor
pitch += yawvel;
if ( waterlevel > 0 )
{
vel.xy *= 0.98;
rollvel *= 0.98;
pitchvel *= 0.98;
yawvel *= 0.98;
@ -580,6 +590,7 @@ Class BioGel : Actor
+NODAMAGETHRUST;
+HITTRACER;
+INTERPOLATEANGLES;
+NOFRICTION;
}
States
{