use fixed 20fps wiggle
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e6cf6a89b1
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0c294171df
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@ -1,4 +1,4 @@
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/* $Id: controls.c,v 1.4 2003-08-02 20:35:46 btb Exp $ */
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/* $Id: controls.c,v 1.5 2003-08-02 20:36:12 btb Exp $ */
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/*
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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@ -198,7 +198,7 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#endif
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#endif
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#ifdef RCS
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#ifdef RCS
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static char rcsid[] = "$Id: controls.c,v 1.4 2003-08-02 20:35:46 btb Exp $";
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static char rcsid[] = "$Id: controls.c,v 1.5 2003-08-02 20:36:12 btb Exp $";
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#endif
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#endif
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#include <stdio.h>
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#include <stdio.h>
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@ -351,10 +351,8 @@ void read_flying_controls( object * obj )
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{
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{
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fix swiggle;
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fix swiggle;
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fix_fastsincos(GameTime, &swiggle, NULL);
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fix_fastsincos(GameTime, &swiggle, NULL);
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#if 0
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if (FrameTime < F1_0) // Only scale wiggle if getting at least 1 FPS, to avoid causing the opposite problem.
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if (FrameTime < F1_0) // Only scale wiggle if getting at least 1 FPS, to avoid causing the opposite problem.
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swiggle = fixmul(swiggle*20, FrameTime); //make wiggle fps-independent (based on pre-scaled amount of wiggle at 20 FPS)
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swiggle = fixmul(swiggle*20, FrameTime); //make wiggle fps-independent (based on pre-scaled amount of wiggle at 20 FPS)
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#endif
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vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&obj->orient.uvec,fixmul(swiggle,Player_ship->wiggle));
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vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&obj->orient.uvec,fixmul(swiggle,Player_ship->wiggle));
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}
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}
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