Fixed bug 3074299 (slipstream in air on low level AI).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@6143 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -49,10 +49,10 @@ SlipStream::SlipStream(Kart* kart) : MovingTexture(0, 0), m_kart(kart)
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std::string debug_name = m_kart->getIdent()+" (slip-stream)";
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m_node->setName(debug_name.c_str());
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#endif
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//m_node->setParent(m_kart->getNode());
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m_node->setPosition(core::vector3df(0,
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0*0.25f+2.5,
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m_kart->getKartLength()) );
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m_node->setVisible(false);
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setTextureMatrix(&(m_node->getMaterial(0).getTextureMatrix(0)));
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} // SlipStream
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@ -173,6 +173,7 @@ void SlipStream::setIntensity(float f, const Kart *kart)
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return;
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}
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m_node->setVisible(true);
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const float above_terrain = 0.2f;
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core::vector3df my_pos = m_kart->getNode()->getPosition();
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my_pos.Y = m_kart->getHoT()+above_terrain;
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@ -880,9 +880,15 @@ float Kart::handleNitro(float dt)
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*/
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float Kart::handleSlipstream(float dt)
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{
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// Update this karts slipstream quad (even for low level AI, since even
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// then player karts can get slipstream, and so have to compare with
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// the modified slipstream quad.
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m_slipstream_original_quad->transform(getTrans(), m_slipstream_quad);
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// Low level AIs should not do any slipstreaming.
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if(!getController()->isPlayerController() &&
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race_manager->getDifficulty()==RaceManager::RD_EASY) return 0;
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// First see if we are currently using accumulated slipstream credits:
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// -------------------------------------------------------------------
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if(m_slipstream_mode==SS_USE)
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@ -908,8 +914,6 @@ float Kart::handleSlipstream(float dt)
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#endif
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// Then test if this kart is in the slipstream range of another kart:
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// ------------------------------------------------------------------
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m_slipstream_original_quad->transform(getTrans(), m_slipstream_quad);
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World *world = World::getWorld();
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unsigned int num_karts = world->getNumKarts();
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bool is_sstreaming = false;
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