Crosby, Still, Jump and Shoot
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@ -146,7 +146,7 @@ Timestamp Connection::Run(World* world) {
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out.states.jumping = player->GetIsAirborne(); //abs(player->GetVelocity().y) > .2f;
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out.states.jumping = player->GetIsAirborne(); //abs(player->GetVelocity().y) > .2f;
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out.states.running = player->GetVelocity().Length() > .5f;
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out.states.running = player->GetVelocity().Length() > .5f;
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out.states.still = !out.states.running;
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out.states.still = !out.states.running && !out.states.jumping;
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out.states.hit = player->m_hit;
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out.states.hit = player->m_hit;
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player->m_hit = false;
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player->m_hit = false;
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@ -1287,15 +1287,15 @@ void Engine::Render(float elapsedTime) {
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for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
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for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
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if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) {
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if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) {
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m_bullets[x]->~Bullet();
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m_bullets[x]->~Bullet();
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if (m_whoosh[x])
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//if (m_whoosh[x])
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m_whoosh[x]->drop();
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// m_whoosh[x]->drop();
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m_bullets[x] = nullptr;
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//m_bullets[x] = nullptr;
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m_whoosh[x] = nullptr;
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m_whoosh[x] = nullptr;
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break;
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break;
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}
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}
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else if (!m_whoosh[x]) {
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// else if (!m_whoosh[x]) {
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m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
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// m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
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}
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// }
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else {
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else {
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Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel();
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Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel();
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m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
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m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
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