tweaked backwards and re-acceleration speeds, so you can get back in race quicker after hitting an obstacle
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@2700 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -104,7 +104,7 @@
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(wheel-width 0.3 )
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(wheel-width 0.3 )
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(chassis-linear-damping 0.2 )
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(chassis-linear-damping 0.2 )
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(chassis-angular-damping 30.2 )
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(chassis-angular-damping 30.2 )
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(max-speed-reverse-ratio 0.2 ) ;; percentage of max speed for reverse gear
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(max-speed-reverse-ratio 0.4 ) ;; percentage of max speed for reverse gear
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(suspension-rest 0.2 )
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(suspension-rest 0.2 )
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(suspension-travel-cm 19 )
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(suspension-travel-cm 19 )
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@ -704,6 +704,15 @@ void Kart::updatePhysics (float dt)
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m_vehicle->applyEngineForce(engine_power, 2);
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m_vehicle->applyEngineForce(engine_power, 2);
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m_vehicle->applyEngineForce(engine_power, 3);
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m_vehicle->applyEngineForce(engine_power, 3);
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if(m_speed < 0.0f)
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{
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// let a player going backwards accelerate quickly (e.g. if a player hits a
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// wall, he needs to be able to start again quickly after going backwards)
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m_vehicle->applyEngineForce(engine_power*5, 2);
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m_vehicle->applyEngineForce(engine_power*5, 3);
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}
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}
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}
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else
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else
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{ // not accelerating
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{ // not accelerating
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@ -722,17 +731,23 @@ void Kart::updatePhysics (float dt)
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else
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else
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{
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{
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resetBrakes();
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resetBrakes();
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// going backward, apply reverse gear ratio
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// going backward, apply reverse gear ratio (unless he goes too fast backwards)
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if ( fabs(m_speed) < m_max_speed*m_max_speed_reverse_ratio )
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if ( fabs(m_speed) < m_max_speed*m_max_speed_reverse_ratio )
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{
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{
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m_vehicle->applyEngineForce(-engine_power*m_controls.brake, 2);
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if(m_controls.brake)
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m_vehicle->applyEngineForce(-engine_power*m_controls.brake, 3);
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{
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// the backwards acceleration is artificially increased to allow
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// players to get "unstuck" quicker if they hit e.g. a wall
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m_vehicle->applyEngineForce(-engine_power*2.5, 2);
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m_vehicle->applyEngineForce(-engine_power*2.5, 3);
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}
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}
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}
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else
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else
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{
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{
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m_vehicle->applyEngineForce(0.f, 2);
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m_vehicle->applyEngineForce(0.f, 2);
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m_vehicle->applyEngineForce(0.f, 3);
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m_vehicle->applyEngineForce(0.f, 3);
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}
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}
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}
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}
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}
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}
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else
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else
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