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Avoid division by zero

It won't do much because direction will still be a nullvector, but it at least avoids a CPU spike.
This commit is contained in:
Gargaj 2015-11-10 14:00:27 +01:00
parent 13f0cfbb3d
commit 67e6da4627

View File

@ -70,7 +70,7 @@ void cPawn::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Vector3d v3Delta = a_Entity->GetPosition() - m_Pusher->GetPosition();
v3Delta.y = 0.0; // we only push sideways
v3Delta *= 1.0 / v3Delta.Length(); // we push harder if we're close
v3Delta *= 1.0 / (v3Delta.Length() + 0.01); // we push harder if we're close
// QUESTION: is there an additional multiplier for this? current shoving seems a bit weak
a_Entity->AddSpeed(v3Delta);