- Fixed: Quakes with rolling were not unique; they borrowed from any other quakes that didn't have rolling, thus preventing the rolling from falling off properly.

This commit is contained in:
MajorCooke 2016-04-27 10:13:30 -05:00
parent 38d92b23b9
commit 0fc7055f51
3 changed files with 8 additions and 6 deletions

View file

@ -283,7 +283,8 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
double dist = quake->m_Spot->Distance2D (victim, true);
if (dist < quake->m_TremorRadius)
{
double falloff = quake->GetFalloff(dist);
const double falloff = quake->GetFalloff(dist);
const double rfalloff = (quake->m_RollIntensity != 0) ? falloff : 0.;
++count;
double x = quake->GetModIntensity(quake->m_Intensity.X);
double y = quake->GetModIntensity(quake->m_Intensity.Y);
@ -293,6 +294,7 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
if (!(quake->m_Flags & QF_WAVE))
{
jiggers.Falloff = MAX(falloff, jiggers.Falloff);
jiggers.RFalloff = MAX(rfalloff, jiggers.RFalloff);
jiggers.RollIntensity = MAX(r, jiggers.RollIntensity);
if (quake->m_Flags & QF_RELATIVE)
{
@ -310,11 +312,11 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
else
{
jiggers.WFalloff = MAX(falloff, jiggers.WFalloff);
double mr = r * quake->GetModWave(quake->m_RollWave);
jiggers.RWFalloff = MAX(rfalloff, jiggers.RWFalloff);
jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave);
double mx = x * quake->GetModWave(quake->m_WaveSpeed.X);
double my = y * quake->GetModWave(quake->m_WaveSpeed.Y);
double mz = z * quake->GetModWave(quake->m_WaveSpeed.Z);
jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave);
// [RH] This only gives effect to the last sine quake. I would
// prefer if some way was found to make multiples coexist

View file

@ -153,7 +153,7 @@ struct FQuakeJiggers
DVector3 RelIntensity;
DVector3 Offset;
DVector3 RelOffset;
double Falloff, WFalloff;
double Falloff, WFalloff, RFalloff, RWFalloff;
double RollIntensity, RollWave;
};

View file

@ -872,9 +872,9 @@ void R_SetupFrame (AActor *actor)
double quakefactor = r_quakeintensity;
DAngle an;
if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
if (jiggers.RollIntensity != 0)
{
ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.Falloff, jiggers.WFalloff);
ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.RFalloff, jiggers.RWFalloff);
}
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
{