Removed runbber ball's time-between-ticks setting, which is not
necessary anymore after alayan's changes to item distribution.
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@ -26,8 +26,6 @@
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target-max-angle: Once the ball is aiming for its
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target, it can at most change the angle
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this much per second(!).
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time-between-balls: Reduces the frequency with which rubber
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balls are found to 1 every 'timer' seconds.
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min-interpolation-distance: how far the control
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points (which are center of squads)
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must be from each other. A large value
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@ -63,7 +61,6 @@
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early-target-factor="1"
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target-distance="15" target-max-angle = "90"
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min-interpolation-distance="5"
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time-between-balls="15"
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squash-slowdown="0.5" squash-duration="2"
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delete-time="5.0" max-height-difference="10" />
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<item name="parachute" icon="parachute-icon.png"
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@ -48,7 +48,6 @@ float RubberBall::m_st_max_height_difference;
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float RubberBall::m_st_fast_ping_distance;
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float RubberBall::m_st_early_target_factor;
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int RubberBall::m_next_id = 0;
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int RubberBall::m_ticks_between_balls;
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// Debug only, so that we can get a feel on how well balls are aiming etc.
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@ -305,7 +304,6 @@ void RubberBall::init(const XMLNode &node, scene::IMesh *rubberball)
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m_st_max_height_difference = 10.0f;
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m_st_fast_ping_distance = 50.0f;
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m_st_early_target_factor = 1.0f;
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m_ticks_between_balls = stk_config->time2Ticks(15.0f);
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if(!node.get("interval", &m_st_interval))
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Log::warn("powerup", "No interval specified for rubber ball.");
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@ -341,10 +339,6 @@ void RubberBall::init(const XMLNode &node, scene::IMesh *rubberball)
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if(!node.get("early-target-factor", &m_st_early_target_factor))
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Log::warn("powerup",
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"No early-target-factor specified for rubber ball.");
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if(!node.get("time-between-balls", &m_ticks_between_balls))
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Log::warn("powerup",
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"No time-between-balls specified for rubber ball.");
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m_ticks_between_balls = stk_config->time2Ticks(float(m_ticks_between_balls));
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Flyable::init(node, rubberball, PowerupManager::POWERUP_RUBBERBALL);
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} // init
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@ -82,11 +82,6 @@ private:
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* ball will be deleted. */
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static int m_st_delete_ticks;
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/** Timer before another rubber ball can be picked up. This is to ensure
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* that there are not too many rubber balls on the track in races with many
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* karts. */
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static int m_ticks_between_balls;
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/** This factor is used to influence how much the rubber ball should aim
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* at its target early. It used the 'distance to center of track' of its
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* target, and adjusts the interpolation control points to be more or
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@ -212,10 +207,6 @@ public:
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virtual bool hit(AbstractKart* kart, PhysicalObject* obj=NULL) OVERRIDE;
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virtual void setAnimation(AbstractKartAnimation *animation) OVERRIDE;
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// ------------------------------------------------------------------------
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/** Returns time (in ticks) between rubberballs, to avoid that in games
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* with many karts too many rubber balls are in play at the same time. */
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static int getTicksBetweenRubberBalls() { return m_ticks_between_balls; }
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// ------------------------------------------------------------------------
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/** This object does not create an explosion, all affects on
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* karts are handled by this hit() function. */
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//virtual HitEffect *getHitEffect() const {return NULL; }
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