fixed proper velocity calculations on the player when rendering

This commit is contained in:
Magnus Auvinen 2008-04-05 07:29:23 +00:00
parent 6f636b67d5
commit 2a4e911c32

View file

@ -329,7 +329,7 @@ void render_player(
vec2 direction = get_direction(player.angle);
float angle = player.angle/256.0f;
vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), intratick);
vec2 vel = vec2(player.x, player.y)-vec2(prev.x, prev.y);
vec2 vel = mix(vec2(prev.vx/256.0f, prev.vy/256.0f), vec2(player.vx/256.0f, player.vy/256.0f), intratick);
flow_add(position, vel*100.0f, 10.0f);
@ -366,7 +366,7 @@ void render_player(
}
// do skidding
if(!inair && want_other_dir && length(vec2(prev.vx/256.0f, prev.vy/256.0f)*50) > 500.0f)
if(!inair && want_other_dir && length(vel*50) > 500.0f)
{
static int64 skid_sound_time = 0;
if(time_get()-skid_sound_time > time_freq()/10)