Tweak water movement
parent
8fff2edae5
commit
3c9e425bf1
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@ -431,7 +431,7 @@ void player_movement_input_system(Scene_t* scene)
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{
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{
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// Although this can be achieved via higher friction, i'll explain away as the player is not
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// Although this can be achieved via higher friction, i'll explain away as the player is not
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// good with swimming, resulting in lower movement acceleration
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// good with swimming, resulting in lower movement acceleration
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (1.0f + 0.12f * p_mstate->water_overlap));
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (1.0f + 0.05f * p_mstate->water_overlap));
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if (p_pstate->is_crouch & 1)
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if (p_pstate->is_crouch & 1)
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{
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{
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@ -1760,7 +1760,7 @@ void hitbox_update_system(Scene_t* scene)
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p_clifetimer->life_time = 0.15f;
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p_clifetimer->life_time = 0.15f;
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}
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}
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else if (p_ent->m_tag == DESTRUCTABLE_ENT_TAG) {
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else if (p_ent->m_tag == DESTRUCTABLE_ENT_TAG) {
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p_clifetimer->life_time = 0.12f;
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p_clifetimer->life_time = 0.11f;
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}
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}
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}
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}
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else
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else
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@ -63,7 +63,7 @@ Entity_t* create_crate(EntityManager_t* ent_manager, bool metal, ContainerItem_t
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CTransform_t* p_ctransform = add_component(p_crate, CTRANSFORM_COMP_T);
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CTransform_t* p_ctransform = add_component(p_crate, CTRANSFORM_COMP_T);
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p_ctransform->grav_delay = 0.10f;
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p_ctransform->grav_delay = 0.10f;
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p_ctransform->shape_factor = metal ? (Vector2){0.7,0.7} : (Vector2){0.8,0.8} ;
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p_ctransform->shape_factor = metal ? (Vector2){0.53,0.53} : (Vector2){0.65,0.65} ;
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add_component(p_crate, CMOVEMENTSTATE_T);
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add_component(p_crate, CMOVEMENTSTATE_T);
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add_component(p_crate, CTILECOORD_COMP_T);
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add_component(p_crate, CTILECOORD_COMP_T);
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