# Animation bug fixes.

- Projectile speed and gravity adjusted to get nicer curves.
- Dying units conform to terrain.
- Cavalry melee attack range increased.

This was SVN commit r4887.
This commit is contained in:
Matei 2007-02-10 17:39:20 +00:00
parent d8bc5d4284
commit e1ea1d23de
4 changed files with 13 additions and 4 deletions

View File

@ -39,7 +39,7 @@
<Pierce>5.0</Pierce>
<Crush>0.0</Crush>
<Range>2.0</Range>
<Range>5.0</Range>
<Speed>1500</Speed>
</Melee>
@ -48,7 +48,7 @@
<Pierce>10.0</Pierce>
<Crush>0.0</Crush>
<Range>2.0</Range>
<Range>5.0</Range>
<Speed>1500</Speed>
</Charge>
</Attack>

View File

@ -48,7 +48,7 @@
<Attack>
<Ranged>
<MinRange>8.0</MinRange>
<ProjectileSpeed>36.0</ProjectileSpeed>
<ProjectileSpeed>30.0</ProjectileSpeed>
</Ranged>
</Attack>
</Actions>

View File

@ -269,7 +269,16 @@ void CEntity::kill(bool keepActor)
m_position_previous = m_position;
m_graphics_orientation = m_orientation;
m_orientation_previous = m_orientation;
snapToGround();
// Conform to the ground
CVector2D targetXZ = g_Game->GetWorld()->GetTerrain()->getSlopeAngleFace(this);
m_orientation.X = clamp( targetXZ.x, -1.0f, 1.0f );
m_orientation.Z = clamp( targetXZ.y, -1.0f, 1.0f );
m_orientation_unclamped.x = targetXZ.x;
m_orientation_unclamped.y = targetXZ.y;
updateActorTransforms();
m_actor_transform_valid = true;

View File

@ -15,7 +15,7 @@
#include "simulation/Collision.h"
#include "simulation/Entity.h"
const double GRAVITY = 0.00001;
const double GRAVITY = 0.00005;
const double GRAVITY_2 = GRAVITY * 0.5;
CProjectile::CProjectile( const CModel* Actor, const CVector3D& Position, const CVector3D& Target, float Speed, CEntity* Originator, const CScriptObject& ImpactScript, const CScriptObject& MissScript )