Change physics again
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1 changed files with 5 additions and 5 deletions
10
racing.h
10
racing.h
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@ -30,7 +30,7 @@
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typedef int32_t LCR_GameUnit; ///< abstract game unit
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#define LCR_GAME_UNIT 1024 ///< length of map square in LCR_GameUnits
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#define LCR_GAME_UNIT 2048 //1024 ///< length of map square in LCR_GameUnits
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#define LCR_RACING_INPUT_FORW 0x01
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#define LCR_RACING_INPUT_RIGHT 0x02
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@ -61,9 +61,9 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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#define LCR_CAR_AIR_FRICTION 32
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#define LCR_CAR_STAND_FRICTION_MULTIPLIER 32
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#define LCR_CAR_STEER_FRICTION (TPE_F)
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#define LCR_CAR_ELASTICITY (TPE_F / 150)
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#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 19)
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#define LCR_CAR_STEER_SPEED (LCR_GAME_UNIT / 17)
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#define LCR_CAR_ELASTICITY (TPE_F / 64)
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#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 9)
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#define LCR_CAR_STEER_SPEED (LCR_GAME_UNIT / 18)
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#define LCR_CAR_STEER_MAX (LCR_GAME_UNIT / 2)
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#define LCR_CAR_ACCELERATOR_FACTOR 2
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@ -1352,7 +1352,7 @@ uint32_t LCR_racingStep(unsigned int input)
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getting "stuck" by its side to a wall when too close, becoming unable
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to unstick itself. */
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TPE_bodySpin(&LCR_racing.carBody,_LCR_TPE_vec3DividePlain(carUp,
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steering == ((input & LCR_RACING_INPUT_LEFT) != 0) ? 128 : -128));
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steering == ((input & LCR_RACING_INPUT_LEFT) != 0) ? 100 : -100));
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}
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}
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