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fixed heli buoyancy
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4a5f7464c1
commit
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1 changed files with 2 additions and 1 deletions
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@ -3690,6 +3690,7 @@ CAutomobile::ProcessBuoyancy(void)
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CVector impulse, point;
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CVector impulse, point;
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if(mod_Buoyancy.ProcessBuoyancy(this, m_fBuoyancy, &point, &impulse)){
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if(mod_Buoyancy.ProcessBuoyancy(this, m_fBuoyancy, &point, &impulse)){
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bTouchingWater = true;
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float timeStep = Max(CTimer::GetTimeStep(), 0.01f);
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float timeStep = Max(CTimer::GetTimeStep(), 0.01f);
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float impulseRatio = impulse.z / (GRAVITY * m_fMass * timeStep);
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float impulseRatio = impulse.z / (GRAVITY * m_fMass * timeStep);
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float waterResistance = Pow(1.0f - 0.05f*impulseRatio, CTimer::GetTimeStep());
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float waterResistance = Pow(1.0f - 0.05f*impulseRatio, CTimer::GetTimeStep());
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@ -3704,7 +3705,7 @@ CAutomobile::ProcessBuoyancy(void)
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heliHitWaterHard = true;
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heliHitWaterHard = true;
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}
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}
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}else{
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}else{
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float strength = 1.0f/Max(8.0f*impulseRatio, 1.0f);
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float strength = Max(8.0f*impulseRatio, 1.0f);
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ApplyMoveForce(-2.0f*impulse/strength);
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ApplyMoveForce(-2.0f*impulse/strength);
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ApplyTurnForce(-impulse/strength, point);
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ApplyTurnForce(-impulse/strength, point);
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if(impulseRatio > 0.9f){
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if(impulseRatio > 0.9f){
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