1) If the bowling ball is too slow (i.e. stuck somewhere), make it explode.
2) If a ball has exactly speed zero, correctly set dummy speed vector. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@2936 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -43,7 +43,8 @@ Bowling::Bowling(Kart *kart) : Flyable(kart, POWERUP_BOWLING, 50.0f /* mass */)
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so the player doesn't catch up with the ball
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and explode by touching it */
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m_speed = kart->getSpeed() + m_speed;
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if(m_speed < min_speed) m_speed = min_speed;
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if(m_speed < min_speed) m_speed
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= min_speed;
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}
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createPhysics(y_offset, btVector3(0.0f, m_speed*2, 0.0f),
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@ -106,23 +107,22 @@ void Bowling::update(float dt)
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// the ball is too high, it is 'pushed down', which can reduce the
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// speed, which causes the speed to increase, which in turn causes
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// the ball to fly higher and higher.
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btVector3 v=m_body->getLinearVelocity();
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btTransform trans=getTrans();
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float hat = trans.getOrigin().getZ();
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btTransform trans = getTrans();
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float hat = trans.getOrigin().getZ();
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btVector3 v = m_body->getLinearVelocity();
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float vlen = v.length2();
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if (hat<= m_max_height)
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{
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float vlen = v.length2();
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if(vlen<0.8*m_speed*m_speed)
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{ // bowling lost energy (less than 80%), i.e. it's too slow - speed it up:
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if(vlen==0.0f) {
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v = btVector3(.5f, .5f, 0.0f); // avoid 0 div.
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}
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else
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{
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m_body->setLinearVelocity(v*m_speed/sqrt(vlen));
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}
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m_body->setLinearVelocity(v*m_speed/sqrt(vlen));
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} // vlen < 0.8*m_speed*m_speed
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} // hat< m_max_height
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if(vlen<0.1)
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hit(NULL);
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} // update
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// -----------------------------------------------------------------------------
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