fix vertex changing when swimming (#1176)

stable-6.1
Maikel de Vries 2015-03-26 19:51:09 +01:00
parent ee3f3594db
commit 0843c29f42
1 changed files with 48 additions and 11 deletions

View File

@ -890,36 +890,73 @@ func FxIntHangleTimer(pTarget, effect, iTime)
func StartSwim() func StartSwim()
{ {
/* if(Clonk_SwimStates == nil) if (!InLiquid())
Clonk_SwimStates = ["SwimStand", "Swim", "SwimDive", "SwimTurn", "SwimDiveTurn", "SwimDiveUp", "SwimDiveDown"];*/ return;
if(!InLiquid()) return; if (!GetEffect("IntSwim", this))
if(!GetEffect("IntSwim", this))
AddEffect("IntSwim", this, 1, 1, this); AddEffect("IntSwim", this, 1, 1, this);
SetSwimmingVertices(true);
return SetSwimmingVertices(true); return;
} }
func StopSwim() func StopSwim()
{ {
if(GetAction() != "Swim") RemoveEffect("IntSwim", this); if (GetAction() != "Swim")
RemoveEffect("IntSwim", this);
return SetSwimmingVertices(false); SetSwimmingVertices(false);
return;
} }
func SetSwimmingVertices(bool is_swimming) func SetSwimmingVertices(bool is_swimming)
{ {
var vtx_list = [[0,2,0], [0,-7,4], [0,9,11], [-2,-3,1], [2,-3,2], [-4,2,1], [4,2,2], [-2,6,1], [2,6,2]]; var vtx_list = [[0,2,0,300], [0,-7,4,300], [0,9,11,300], [-2,-3,1,300], [2,-3,2,300], [-4,2,1,300], [4,2,2,300], [-2,6,1,300], [2,6,2,300]];
if (is_swimming) if (is_swimming)
vtx_list = [[0,3,0], [0,-2,4], [0,7,11], [-4,0,1], [4,0,2], [-5,3,1], [5,3,2], [-4,4,1], [4,4,2]]; vtx_list = [[0,2,0,50], [0,-2,4,50], [0,7,11,50], [-4,-1,1,50], [4,-1,2,50], [-4,2,1,50], [4,2,2,50], [-4,4,1,50], [4,4,2,50]];
for (var i = 0; i < GetVertexNum(); i++) for (var i = 0; i < GetVertexNum(); i++)
{ {
var x = GetVertex(i, VTX_X);
var y = GetVertex(i, VTX_Y);
var cnat = GetVertex(i, VTX_CNAT);
var friction = GetVertex(i, VTX_Friction);
SetVertex(i, VTX_X, vtx_list[i][0], 2); SetVertex(i, VTX_X, vtx_list[i][0], 2);
SetVertex(i, VTX_Y, vtx_list[i][1], 2); SetVertex(i, VTX_Y, vtx_list[i][1], 2);
SetVertex(i, VTX_CNAT, vtx_list[i][2], 2); SetVertex(i, VTX_CNAT, vtx_list[i][2], 2);
SetVertex(i, VTX_Friction, vtx_list[i][3], 2);
// Don't do the update if that would stuck the clonk.
if (Stuck())
{
SetVertex(i, VTX_X, x, 2);
SetVertex(i, VTX_Y, y, 2);
SetVertex(i, VTX_CNAT, cnat, 2);
SetVertex(i, VTX_Friction, friction, 2);
// But add an effect which does this delayed.
var effect = AddEffect("IntDelayedVertex", this, 100, 1, this);
effect.vertex = i;
effect.old_vertex = [x, y, cnat, friction];
effect.new_vertex = vtx_list[i];
}
} }
return; return;
} }
protected func FxIntDelayedVertexTimer(object target, proplist effect, int time)
{
if (time > 8)
return FX_Execute_Kill;
SetVertex(effect.vertex, VTX_X, effect.new_vertex[0], 2);
SetVertex(effect.vertex, VTX_Y, effect.new_vertex[1], 2);
SetVertex(effect.vertex, VTX_CNAT, effect.new_vertex[2], 2);
SetVertex(effect.vertex, VTX_Friction, effect.new_vertex[3], 2);
if (!Stuck())
return FX_Execute_Kill;
SetVertex(effect.vertex, VTX_X, effect.old_vertex[0], 2);
SetVertex(effect.vertex, VTX_Y, effect.old_vertex[1], 2);
SetVertex(effect.vertex, VTX_CNAT, effect.old_vertex[2], 2);
SetVertex(effect.vertex, VTX_Friction, effect.old_vertex[3], 2);
return FX_OK;
}
func FxIntSwimStart(pTarget, effect, fTmp) func FxIntSwimStart(pTarget, effect, fTmp)
{ {
if(fTmp) return; if(fTmp) return;