[Change] Tweaked the rumble system a little.
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@ -409,7 +409,7 @@
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<gfx_store>afterburner</gfx_store>
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</general>
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<specific type="afterburner">
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<rumble>30</rumble>
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<rumble>0.5</rumble>
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<sound>afterburner</sound>
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<thrust_perc>100</thrust_perc>
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<thrust_abs>50</thrust_abs>
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@ -428,7 +428,7 @@
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<gfx_store>afterburner2</gfx_store>
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</general>
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<specific type="afterburner">
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<rumble>50</rumble>
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<rumble>0.9</rumble>
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<sound>afterburner</sound>
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<thrust_perc>185</thrust_perc>
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<thrust_abs>100</thrust_abs>
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21
src/pilot.c
21
src/pilot.c
@ -457,16 +457,15 @@ void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
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dam_mod = damage_armour / p->armour_max;
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if(p->id == PLAYER_ID) /* Shake us up a bit. */
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spfx_shake(dam_mod*100.);
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spfx_shake(SHAKE_MAX*dam_mod);
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}
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}
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if(shooter != 0)
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/* Knock back effect is dependent on both damage and mass of the weapon. */
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/* should probably turn it into a partial conservative collision.. */
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vect_cadd(&p->solid->vel,
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knockback * (w->vel.x * (dam_mod/6. + w->mass/p->solid->mass/6.)),
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knockback * (w->vel.y * (dam_mod/6. + w->mass/p->solid->mass/6.)));
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/* Knock back effect is dependent on both damage and mass of the weapon. */
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/* should probably turn it into a partial conservative collision.. */
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vect_cadd(&p->solid->vel,
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knockback * (w->vel.x * (dam_mod/6. + w->mass/p->solid->mass/6.)),
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knockback * (w->vel.y * (dam_mod/6. + w->mass/p->solid->mass/6.)));
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}
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/**
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@ -670,12 +669,15 @@ void pilot_explode(double x, double y, double radius,
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/* Pilot is hit. */
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if(dist < rad2) {
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/* Impact settings. */
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s.mass = (rad2 - dist) / 10.;
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s.mass = pow2(damage) * sqrt(rad2 - dist) / 30.;
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s.vel.x = rx;
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s.vel.y = ry;
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/* Actual damage calculations. */
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pilot_hit(p, &s, parent, dtype, damage);
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/* Shock wave from the explosion. */
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spfx_shake(pow2(damage) / pow2(100.) * SHAKE_MAX);
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}
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}
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}
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@ -822,7 +824,8 @@ static void pilot_update(Pilot* pilot, const double dt) {
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pilot->speed * pilot->afterburner->outfit->u.afb.speed_perc +
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pilot->afterburner->outfit->u.afb.speed_abs, dt);
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if(pilot->id == PLAYER_ID)
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spfx_shake(SHAKE_DECAY*0.75 * dt); /* Shake goes down at half speed. */
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spfx_shake(0.75*SHAKE_DECAY*dt); /* Shake goes down at half speed. */
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pilot->energy -= pilot->afterburner->outfit->u.afb.energy * dt; /* Energy loss. */
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} else /* Normal limit. */
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limit_speed(&pilot->solid->vel, pilot->speed, dt);
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@ -17,8 +17,7 @@
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#define SPFX_GFX "../gfx/spfx/" /**< Graphics location. */
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#define SPFX_CHUNK 32 /**< Chunk to allocate when needed. */
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#define SHAKE_VEL_MOD 0.0006 /**< Shake modifier. */
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#define SHAKE_MOD_FACTOR 0.2 /**< Shake modifier factor. */
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#define SHAKE_VEL_MOD 0.0008 /**< Shake modifier. */
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/* Special hardcoded effects.. */
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@ -343,7 +342,7 @@ void spfx_start(const double dt) {
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-VANGLE(shake_pos) + (RNGF()-0.5) * M_PI);
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}
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/* The shake decays over time. */
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shake_rad -= SHAKE_DECAY * dt * SHAKE_MOD_FACTOR;
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shake_rad -= SHAKE_DECAY * dt;
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if(shake_rad < 0.) shake_rad = 0.;
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x = shake_pos.x;
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@ -369,7 +368,7 @@ void spfx_start(const double dt) {
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* @param mod Modifier to increase levely by.
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*/
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void spfx_shake(double mod) {
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shake_rad += mod*SHAKE_MOD_FACTOR;
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shake_rad += mod;
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if(shake_rad > SHAKE_MAX) shake_rad = SHAKE_MAX;
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shake_off = 0;
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