Applied Chris Morris patch 2968849: make the torque after an
explosion dependent on distance to avoid karts shaking that are way too far to be affected at all. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5012 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@@ -640,7 +640,7 @@ void Kart::handleExplosion(const Vec3& pos, bool direct_hit)
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getVehicle()->getRigidBody()->applyCentralImpulse(diff);
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// Even if just pushed, give some random rotation to simulate the lost of control by the shake
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float sign_a = (sign_bits & (0x1 << 8)) ? 1.0f : -1.0f;
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getVehicle()->getRigidBody()->applyTorqueImpulse(btVector3(0, sign_a * float(rand()%32*5), 0));
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getVehicle()->getRigidBody()->applyTorqueImpulse(btVector3(0, sign_a * float(rand()%32*5)/sqrt(len2), 0));
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} // if direct_hit
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} // handleExplosion
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