diff options
Diffstat (limited to 'src/Entities/Entity.cpp')
-rw-r--r-- | src/Entities/Entity.cpp | 41 |
1 files changed, 26 insertions, 15 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index 4581eeda8..398922ef7 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -927,12 +927,13 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) float fallspeed; if (IsBlockWater(BlockIn)) { - fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water. + fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water + ApplyFriction(NextSpeed, 0.7, a_Dt); } else if (BlockIn == E_BLOCK_COBWEB) { NextSpeed.y *= 0.05; // Reduce overall falling speed - fallspeed = 0; // No falling. + fallspeed = 0; // No falling } else { @@ -941,20 +942,9 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) } NextSpeed.y += fallspeed; } - - // Friction - if (NextSpeed.SqrLength() > 0.0004f) + else { - NextSpeed.x *= 0.7f / (1 + a_Dt); - if (fabs(NextSpeed.x) < 0.05) - { - NextSpeed.x = 0; - } - NextSpeed.z *= 0.7f / (1 + a_Dt); - if (fabs(NextSpeed.z) < 0.05) - { - NextSpeed.z = 0; - } + ApplyFriction(NextSpeed, 0.7, a_Dt); } // Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we @@ -1060,6 +1050,27 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) +void cEntity::ApplyFriction(Vector3d & a_Speed, double a_SlowdownMultiplier, float a_Dt) +{ + if (a_Speed.SqrLength() > 0.0004f) + { + a_Speed.x *= a_SlowdownMultiplier / (1 + a_Dt); + if (fabs(a_Speed.x) < 0.05) + { + a_Speed.x = 0; + } + a_Speed.z *= a_SlowdownMultiplier / (1 + a_Dt); + if (fabs(a_Speed.z) < 0.05) + { + a_Speed.z = 0; + } + } +} + + + + + void cEntity::TickBurning(cChunk & a_Chunk) { // Remember the current burning state: |