forked from Mirrors/openclonk
For testing: More fluid hangling motion
Removed the dead stop between hangling strokes/swings. Instead, the Clonk keeps moving with half speed.install-platforms
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fd7eeecf2c
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3e5de9eea9
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@ -890,7 +890,9 @@ func FxIntHangleTimer(pTarget, effect, iTime)
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if(effect.is_moving)
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{
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// Use a cosine-shaped movement speed (the clonk only moves when he makes a "stroke")
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var iSpeed = 50-Cos(GetAnimationPosition(effect.animation_id)/10*360*2/1000, 50);
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// The speed factor used to be between 0 and 50 (radius 50 in the cos function),
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// now it is between 25 and 50 for a motion that feels more fluid
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var iSpeed = 50-Cos(GetAnimationPosition(effect.animation_id)/10*360*2/1000, 25);
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ActMap.Hangle.Speed = effect.hangle_speed*iSpeed/50;
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// Exec movement animation (TODO: Use Anim_Linear?)
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