For testing: More fluid hangling motion

Removed the dead stop between hangling strokes/swings. Instead, the
Clonk keeps moving with half speed.
install-platforms
Mark 2017-11-21 20:56:35 +01:00
parent fd7eeecf2c
commit 3e5de9eea9
1 changed files with 3 additions and 1 deletions

View File

@ -890,7 +890,9 @@ func FxIntHangleTimer(pTarget, effect, iTime)
if(effect.is_moving)
{
// Use a cosine-shaped movement speed (the clonk only moves when he makes a "stroke")
var iSpeed = 50-Cos(GetAnimationPosition(effect.animation_id)/10*360*2/1000, 50);
// The speed factor used to be between 0 and 50 (radius 50 in the cos function),
// now it is between 25 and 50 for a motion that feels more fluid
var iSpeed = 50-Cos(GetAnimationPosition(effect.animation_id)/10*360*2/1000, 25);
ActMap.Hangle.Speed = effect.hangle_speed*iSpeed/50;
// Exec movement animation (TODO: Use Anim_Linear?)