use fixed 20fps wiggle

This commit is contained in:
Bradley Bell 2003-08-02 20:36:12 +00:00
parent e6cf6a89b1
commit 0c294171df

View file

@ -1,4 +1,4 @@
/* $Id: controls.c,v 1.4 2003-08-02 20:35:46 btb Exp $ */
/* $Id: controls.c,v 1.5 2003-08-02 20:36:12 btb Exp $ */
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
@ -198,7 +198,7 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
#endif
#ifdef RCS
static char rcsid[] = "$Id: controls.c,v 1.4 2003-08-02 20:35:46 btb Exp $";
static char rcsid[] = "$Id: controls.c,v 1.5 2003-08-02 20:36:12 btb Exp $";
#endif
#include <stdio.h>
@ -351,10 +351,8 @@ void read_flying_controls( object * obj )
{
fix swiggle;
fix_fastsincos(GameTime, &swiggle, NULL);
#if 0
if (FrameTime < F1_0) // Only scale wiggle if getting at least 1 FPS, to avoid causing the opposite problem.
swiggle = fixmul(swiggle*20, FrameTime); //make wiggle fps-independent (based on pre-scaled amount of wiggle at 20 FPS)
#endif
vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&obj->orient.uvec,fixmul(swiggle,Player_ship->wiggle));
}