Tune front collision check
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2a7ae5278e
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2 changed files with 10 additions and 2 deletions
2
assets.h
2
assets.h
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@ -24,6 +24,8 @@ static const char *LCR_maps[] =
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"#=s0B0 #fd910" // concrete wall
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"#^s1A0 #fk110" // ramps before wall
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"#-s0q0"
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"#;p0w0L #f5130" // bugs
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"#=f0s0 #fd110" // small labyrinth
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10
racing.h
10
racing.h
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@ -913,14 +913,20 @@ if (TPE_vec3Dot(carVel,carForw) < 0)
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frontWheelMiddle = TPE_vec3Minus(frontWheelMiddle,
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_LCR_racingEnvironmentFunction(frontWheelMiddle,LCR_PHYSICS_UNIT / 4));
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uint8_t frontCollision = frontWheelMiddle.x == 0 && frontWheelMiddle.y == 0 &&
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uint8_t frontCollision =
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carForw.y < TPE_FRACTIONS_PER_UNIT / 4 && // only when car is horizontal
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carForw.y > -1 * TPE_FRACTIONS_PER_UNIT / 4 &&
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frontWheelMiddle.x == 0 && frontWheelMiddle.y == 0 &&
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frontWheelMiddle.z == 0;
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if (frontCollision)
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{
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// stop the car immediately
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LCR_LOG1("car front pierced");
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LCR_racing.carNotOKCount += (LCR_racing.carNotOKCount < 15 ? 32 : 0); // TODO: consts
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LCR_racing.carNotOKCount +=
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//(LCR_racing.carNotOKCount < 15 ? 32 : 0); // TODO: consts
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(LCR_racing.carNotOKCount < 20 ? 15 : 0); // TODO: consts
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}
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if ((LCR_racing.carBody.flags & TPE_BODY_FLAG_UNRESOLVED) || frontCollision ||
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