- fixed grenade and glauncher physics on big maps

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3488 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
bugmonster
2010-04-21 20:44:20 +00:00
parent 2ea6628a77
commit cd855255d2
2 changed files with 7 additions and 7 deletions
+4 -4
View File
@@ -5323,7 +5323,7 @@ INT32 CheckForCollision( FLOAT dX, FLOAT dY, FLOAT dZ, FLOAT dDeltaX, FLOAT dDel
FLOAT dTargetZMax;
BOOLEAN fIntended;
INT16 sX, sY, sZ;
INT32 sX, sY, sZ;
FLOAT dOldZUnits, dZUnits;
@@ -5331,9 +5331,9 @@ INT32 CheckForCollision( FLOAT dX, FLOAT dY, FLOAT dZ, FLOAT dDeltaX, FLOAT dDel
INT32 iCurrCubesZ;
sX = (INT16)( dX / CELL_X_SIZE );
sY = (INT16)( dY / CELL_Y_SIZE );
sZ = (INT16)dZ;
sX = (INT32)( dX / CELL_X_SIZE );
sY = (INT32)( dY / CELL_Y_SIZE );
sZ = (INT32)dZ;
// Check if gridno is in bounds....
if ( !GridNoOnVisibleWorldTile( sX + sY * WORLD_COLS ) )
+3 -3
View File
@@ -1497,7 +1497,7 @@ vector_3 FindBestForceForTrajectory( INT32 sSrcGridNo, INT32 sGridNo,INT16 sStar
//calculate force needed
{
dForce = (float)( 12 * ( sqrt( ( GRAVITY * dRange ) / sin( 2 * dzDegrees ) ) ) );
dForce = (float)( 12.0 * ( sqrt( ( GRAVITY * dRange ) / sin( 2.0 * dzDegrees ) ) ) );
}
do
@@ -2139,8 +2139,8 @@ FLOAT CalculateForceFromRange( INT16 sRange, FLOAT dDegrees )
// OK, use a fake gridno, find the new gridno based on range, use height of merc, end height of ground,
// 45 degrees
sSrcGridNo = 4408;
sDestGridNo = 4408 + ( sRange * WORLD_COLS );
sSrcGridNo = WORLD_COLS/2+WORLD_COLS*WORLD_ROWS/6;
sDestGridNo = sSrcGridNo + ( sRange * WORLD_COLS );
// Use a grenade objecttype
CreateItem( HAND_GRENADE, 100, &gTempObject );