1) remove plunger model when it hits a kart (backwards) 2) tweaked duration of plunger blocking view to be less of a punition
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@2789 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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c403bc0037
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@ -161,17 +161,14 @@ void Plunger::hit(Kart *kart, MovingPhysics *mp)
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{
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kart->blockViewWithPlunger();
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}
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else
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{
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m_keep_alive = 0;
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// Make this object invisible by placing it faaar down. Not that if this
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// objects is simply removed from the scene graph, it might be auto-deleted
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// because the ref count reaches zero.
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Vec3 hell(0, 0, -10000);
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getModelTransform()->setTransform(hell.toFloat());
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RaceManager::getWorld()->getPhysics()->removeBody(getBody());
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//hitTrack();
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}
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m_keep_alive = 0;
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// Make this object invisible by placing it faaar down. Not that if this
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// objects is simply removed from the scene graph, it might be auto-deleted
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// because the ref count reaches zero.
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Vec3 hell(0, 0, -10000);
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getModelTransform()->setTransform(hell.toFloat());
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RaceManager::getWorld()->getPhysics()->removeBody(getBody());
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}
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else
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{
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@ -148,7 +148,7 @@ public:
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bool hasViewBlockedByPlunger() const
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{ return m_view_blocked_by_plunger > 0; }
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void blockViewWithPlunger() { m_view_blocked_by_plunger = 20; }
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void blockViewWithPlunger() { m_view_blocked_by_plunger = 15; }
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/**
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returns a bullet transform object located at the kart's position
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