From 7f8d2b4cd23d11b7b8dda692a42a3cd1ef81298e Mon Sep 17 00:00:00 2001 From: Tobias Zwick Date: Wed, 8 Dec 2010 16:34:53 +0100 Subject: [PATCH] Javelin exits the clonk on throw in the right height now --- .../Objects.c4d/Items.c4d/Weapons.c4d/Javelin.c4d/Script.c | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) diff --git a/planet/Objects.c4d/Items.c4d/Weapons.c4d/Javelin.c4d/Script.c b/planet/Objects.c4d/Items.c4d/Weapons.c4d/Javelin.c4d/Script.c index 40b13b0c7..c97c86f77 100644 --- a/planet/Objects.c4d/Items.c4d/Weapons.c4d/Javelin.c4d/Script.c +++ b/planet/Objects.c4d/Items.c4d/Weapons.c4d/Javelin.c4d/Script.c @@ -97,12 +97,6 @@ public func DoThrow(object clonk, int angle) { var javelin=TakeObject(); - // how fast the javelin is thrown depends very much on - // the speed of the clonk - //var speed = 1200 * clonk->GetPhysical("Throw") / 12000 + 150 * Abs(clonk->GetXDir()); - //var xdir = Sin(angle,+speed); - //var ydir = Cos(angle,-speed); - // The clonk can convert some, indicated by div in percentages, of its own kinetic energy to change the momenta of the javelin, a miracle. var div = 60; // 40% is converted to the direction of the throwing angle. var xdir = clonk->GetXDir(1000); var ydir = clonk->GetYDir(1000); @@ -112,6 +106,7 @@ public func DoThrow(object clonk, int angle) javelin->SetXDir(jav_x, 1000); javelin->SetYDir(jav_y, 1000); + javelin->SetPosition(javelin->GetX(),javelin->GetY()+6); SetController(clonk->GetController()); javelin->AddEffect("Flight",javelin,1,1,javelin,nil);