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Quakes must use their own independent falloffs.This caused discrepencies and sudden drop-outs in stacked quakes otherwise.
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2 changed files with 4 additions and 7 deletions
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@ -291,10 +291,9 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
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if (!(quake->m_Flags & QF_WAVE))
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{
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jiggers.Falloff = MAX(falloff, jiggers.Falloff);
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jiggers.RollIntensity = MAX(r, jiggers.RollIntensity) * jiggers.Falloff;
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jiggers.RollIntensity = MAX(r, jiggers.RollIntensity) * falloff;
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intensity *= jiggers.Falloff;
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intensity *= falloff;
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if (quake->m_Flags & QF_RELATIVE)
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{
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jiggers.RelIntensity.X = MAX(intensity.X, jiggers.RelIntensity.X);
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@ -310,14 +309,13 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
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}
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else
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{
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jiggers.Falloff = MAX(falloff, jiggers.Falloff);
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jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave) * jiggers.Falloff * strength;
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jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave) * falloff * strength;
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intensity.X *= quake->GetModWave(quake->m_WaveSpeed.X);
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intensity.Y *= quake->GetModWave(quake->m_WaveSpeed.Y);
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intensity.Z *= quake->GetModWave(quake->m_WaveSpeed.Z);
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intensity *= strength * jiggers.Falloff;
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intensity *= strength * falloff;
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// [RH] This only gives effect to the last sine quake. I would
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// prefer if some way was found to make multiples coexist
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@ -153,7 +153,6 @@ struct FQuakeJiggers
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DVector3 RelIntensity;
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DVector3 Offset;
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DVector3 RelOffset;
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double Falloff;
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double RollIntensity, RollWave;
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};
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