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Fixed vehicle suspensions
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parent
5b06a0c2a4
commit
fbfedcf8d6
1 changed files with 12 additions and 10 deletions
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@ -6179,7 +6179,9 @@ Vehicle::CalculateAnglesOffset
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*/
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*/
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void Vehicle::CalculateAnglesOffset(Vector acceleration)
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void Vehicle::CalculateAnglesOffset(Vector acceleration)
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{
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{
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if (level.time <= 1200) {
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if (level.inttime <= 1200) {
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// leave some time before allowing to shake
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// so all tanks spawn peacefully in the level
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return;
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return;
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}
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}
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@ -6220,9 +6222,9 @@ void Vehicle::CalculateAnimationData(Vector vAngles, Vector vOrigin)
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fForward = vAngles[1] / m_fYawMax;
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fForward = vAngles[1] / m_fYawMax;
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}
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}
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if (vAngles[2] > 0.0) {
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if (vAngles[2] < 0.0) {
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fRight = vAngles[2] / m_fRollMin;
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fRight = vAngles[2] / m_fRollMin;
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} else if (vAngles[2] < 0.0) {
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} else if (vAngles[2] > 0.0) {
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fLeft = vAngles[2] / m_fRollMax;
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fLeft = vAngles[2] / m_fRollMax;
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}
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}
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@ -6233,13 +6235,13 @@ void Vehicle::CalculateAnimationData(Vector vAngles, Vector vOrigin)
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}
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}
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if (!m_bAnimMove) {
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if (!m_bAnimMove) {
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NewAnim("idle", 0);
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NewAnim("idle", NULL, 0, 1.0);
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NewAnim("lean_left", 0, 3, fLeft);
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NewAnim("lean_left", NULL, 3, fLeft);
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NewAnim("lean_right", 0, 4, fRight);
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NewAnim("lean_right", NULL, 4, fRight);
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NewAnim("lean_forward", 0, 1, fForward);
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NewAnim("lean_forward", NULL, 1, fForward);
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NewAnim("lean_back", 0, 2, fBack);
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NewAnim("lean_back", NULL, 2, fBack);
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NewAnim("high", 0, 6, fEpsilon());
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NewAnim("high", NULL, 6, fEpsilon());
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NewAnim("low", 0, 5, fEpsilon());
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NewAnim("low", NULL, 5, fEpsilon());
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}
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}
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}
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}
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