made skidmarks conditions even stricter for Ai karts, so they create a bit less of them (mixed success; they seem to reach maximal steering very fast)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@2772 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -111,7 +111,9 @@ void SkidMarks::update(float dt)
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if(!m_kart.getControls().m_drift) return; // no skidmarking
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// not turning enough, don't draw skidmarks if kart is going straight ahead
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if( fabsf(m_kart.getSteerPercent()) < 0.55) return;
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// this is even stricter for Ai karts, since they tend to use LOTS of skidding
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const float min_skid_angle = m_kart.isPlayerKart() ? 0.55 : 0.95;
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if( fabsf(m_kart.getSteerPercent()) < min_skid_angle) return;
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// Start new skid marks
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// --------------------
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@ -780,8 +780,9 @@ void Kart::updatePhysics (float dt)
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}
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if(m_skidding>1.0f)
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{
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const float min_skid_angle = isPlayerKart() ? 0.55 : 0.95;
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if(m_skid_sound->getStatus() != SFXManager::SFX_PLAYING &&
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fabsf(getSteerPercent()) > 0.55 )
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fabsf(getSteerPercent()) > min_skid_angle )
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m_skid_sound->play();
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}
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else if(m_skid_sound->getStatus() == SFXManager::SFX_PLAYING)
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