physents gravity corrected, fixed nade sounds on water transition

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2052 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2008-05-19 18:58:17 +00:00
parent 0980a15235
commit 215b661ab0
3 changed files with 11 additions and 12 deletions
+5 -1
View File
@@ -296,7 +296,7 @@ void renderbounceents()
VARP(gib, 0, 1, 1);
VARP(gibnum, 0, 6, 1000);
VARP(gibttl, 0, 5000, 15000);
VARP(gibttl, 0, 7000, 60000);
VARP(gibspeed, 1, 30, 100);
void addgib(playerent *d)
@@ -314,6 +314,7 @@ void addgib(playerent *d)
p->o = d->o;
p->o.z -= d->aboveeye;
p->inwater = hdr.waterlevel>p->o.z;
p->yaw = (float)rnd(360);
p->pitch = (float)rnd(360);
@@ -546,6 +547,7 @@ grenadeent::grenadeent (playerent *owner, int millis)
bouncetype = BT_NADE;
maxspeed = 27.0f;
rotspeed = 6.0f;
}
void grenadeent::explode()
@@ -599,6 +601,7 @@ void grenadeent::_throw(const vec &from, const vec &vel)
nadestate = NS_THROWED;
this->vel = vel;
this->o = from;
inwater = hdr.waterlevel>o.z;
if(local)
{
@@ -612,6 +615,7 @@ void grenadeent::moveoutsidebbox(const vec &direction, playerent *boundingbox)
{
vel = direction;
o = boundingbox->o;
inwater = hdr.waterlevel>o.z;
boundingbox->cancollide = false;
loopi(10) moveplayer(this, 10, true, 10);