Pickups spawn with correct speed and position
Added a comment-space as well.
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@ -517,7 +517,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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}
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else
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{
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//Push out entity.
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// Push out entity.
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if (NextChunk->GetBlock( RelBlockX + 1, BlockY, RelBlockZ ) == E_BLOCK_AIR) { NextPos.x += 0.2; }
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else if (NextChunk->GetBlock( RelBlockX - 1, BlockY, RelBlockZ ) == E_BLOCK_AIR) { NextPos.x += -0.2; }
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@ -1514,22 +1514,13 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
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for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
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{
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float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
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float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(1000));
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float SpeedY = 1;
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float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
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// Add random offset to the spawn position:
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int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
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int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
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int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
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// TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338),
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// I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics
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SpeedX = SpeedY = SpeedZ = 0;
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// TODO 2013_05_12 _X: It seems that pickups bug out even with zero speed, trying mid-block position:
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MicroX = (int)(floor(a_BlockX) * 32) + 16;
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MicroY = (int)(floor(a_BlockY) * 32) + 16;
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MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
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// (FS #338 Fixed with mid block position spawn, previous TODOs/comments removed)
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int MicroX = (int)(floor(a_BlockX) * 32) + 16;
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int MicroY = (int)(floor(a_BlockY) * 32) + 16;
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int MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
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cPickup * Pickup = new cPickup(
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MicroX, MicroY, MicroZ,
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@ -1545,23 +1536,14 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
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void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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{
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// TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338),
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// I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics
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a_SpeedX = a_SpeedY = a_SpeedZ = 0;
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MTRand r1;
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for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
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{
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// Add random offset to the spawn position:
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int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
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int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
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int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
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// TODO 2013_05_12 _X: It seems that pickups bug out even with zero speed, trying mid-block position:
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MicroX = (int)(floor(a_BlockX) * 32) + 16;
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MicroY = (int)(floor(a_BlockY) * 32) + 16;
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MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
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// (FS #338 Fixed with mid block position spawn, previous TODOs/comments removed)
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int MicroX = (int)(floor(a_BlockX) * 32) + 16;
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int MicroY = (int)(floor(a_BlockY) * 32) + 16;
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int MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
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cPickup * Pickup = new cPickup(
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MicroX, MicroY, MicroZ,
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*itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ
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