Make torque be away from zero always, so shake is a sure thing.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@4780 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
mbjornstk
2010-02-20 23:32:59 +00:00
parent 42c7a0c2d7
commit 03a438b0cb

View File

@@ -578,7 +578,11 @@ void Kart::handleExplosion(const Vec3& pos, bool direct_hit)
m_uprightConstraint->setDisableTime(10.0f);
getVehicle()->getRigidBody()->applyCentralImpulse(diff);
btVector3 torque(sign_c * float(rand()%32) * 5.0f, sign_d * float(rand()%32) * 5.0f, sign_e * float(rand()%32) * 5.0f);
float torqueX = sign_c * (20.0f + float(rand()%32) * 5.0f);
float torqueY = sign_d * (20.0f + float(rand()%32) * 5.0f);
float torqueZ = sign_e * (20.0f + float(rand()%32) * 5.0f);
btVector3 torque(torqueX, torqueY, torqueZ);
getVehicle()->getRigidBody()->applyTorqueImpulse(torque);
m_stars_effect->showFor(6.0f);