Projectile physics hotfix from Demolitionist.

This commit is contained in:
Marisa the Magician 2022-11-11 21:07:43 +01:00
commit ec1794c755
14 changed files with 65 additions and 2 deletions

View file

@ -376,6 +376,16 @@ Class UNapalm : Actor
yawvel = FRandom[FlameT](10,30)*RandomPick[FlameT](-1,1);
if ( waterlevel <= 0 ) myfire = OnFire.Apply(self,target,int(120*scale.x),true,6);
}
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();
@ -387,7 +397,6 @@ Class UNapalm : Actor
pitch += yawvel;
if ( waterlevel > 0 )
{
vel.xy *= 0.98;
rollvel *= 0.98;
pitchvel *= 0.98;
yawvel *= 0.98;