forked from 0ad/0ad
# 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.
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@ -39,7 +39,7 @@
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<Pierce>5.0</Pierce>
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<Crush>0.0</Crush>
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<Range>2.0</Range>
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<Range>5.0</Range>
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<Speed>1500</Speed>
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</Melee>
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@ -48,7 +48,7 @@
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<Pierce>10.0</Pierce>
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<Crush>0.0</Crush>
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<Range>2.0</Range>
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<Range>5.0</Range>
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<Speed>1500</Speed>
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</Charge>
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</Attack>
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@ -48,7 +48,7 @@
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<Attack>
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<Ranged>
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<MinRange>8.0</MinRange>
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<ProjectileSpeed>36.0</ProjectileSpeed>
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<ProjectileSpeed>30.0</ProjectileSpeed>
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</Ranged>
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</Attack>
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</Actions>
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@ -269,7 +269,16 @@ void CEntity::kill(bool keepActor)
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m_position_previous = m_position;
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m_graphics_orientation = m_orientation;
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m_orientation_previous = m_orientation;
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snapToGround();
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// Conform to the ground
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CVector2D targetXZ = g_Game->GetWorld()->GetTerrain()->getSlopeAngleFace(this);
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m_orientation.X = clamp( targetXZ.x, -1.0f, 1.0f );
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m_orientation.Z = clamp( targetXZ.y, -1.0f, 1.0f );
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m_orientation_unclamped.x = targetXZ.x;
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m_orientation_unclamped.y = targetXZ.y;
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updateActorTransforms();
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m_actor_transform_valid = true;
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@ -15,7 +15,7 @@
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#include "simulation/Collision.h"
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#include "simulation/Entity.h"
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const double GRAVITY = 0.00001;
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const double GRAVITY = 0.00005;
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const double GRAVITY_2 = GRAVITY * 0.5;
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CProjectile::CProjectile( const CModel* Actor, const CVector3D& Position, const CVector3D& Target, float Speed, CEntity* Originator, const CScriptObject& ImpactScript, const CScriptObject& MissScript )
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