Avoid division by zero
It won't do much because direction will still be a nullvector, but it at least avoids a CPU spike.
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@ -70,7 +70,7 @@ void cPawn::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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Vector3d v3Delta = a_Entity->GetPosition() - m_Pusher->GetPosition();
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Vector3d v3Delta = a_Entity->GetPosition() - m_Pusher->GetPosition();
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v3Delta.y = 0.0; // we only push sideways
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v3Delta.y = 0.0; // we only push sideways
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v3Delta *= 1.0 / v3Delta.Length(); // we push harder if we're close
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v3Delta *= 1.0 / (v3Delta.Length() + 0.01); // we push harder if we're close
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// QUESTION: is there an additional multiplier for this? current shoving seems a bit weak
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// QUESTION: is there an additional multiplier for this? current shoving seems a bit weak
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a_Entity->AddSpeed(v3Delta);
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a_Entity->AddSpeed(v3Delta);
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