Added an impulse to the player's escape pod on launch, making it harder to fly through the doppelgänger. (Bug #17919)
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@4505 127b21dd-08f5-0310-b4b7-95ae10353056
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@ -4186,6 +4186,15 @@ static bool minShieldLevelPercentageInitialised = false;
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flightPitch = 0.2f * (randf() - 0.5f);
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flightPitch = 0.2f * (randf() - 0.5f);
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flightRoll = 0.2f * (randf() - 0.5f);
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flightRoll = 0.2f * (randf() - 0.5f);
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/* Add an impulse upwards and backwards to the escape pod. This avoids
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flying straight through the doppelganger in interstellar space or when
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facing the main station/escape target, and generally looks cool.
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-- Ahruman 2011-04-02
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*/
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Vector launchVector = vector_add(vector_multiply_scalar(v_up, 60.0f),
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vector_multiply_scalar(v_forward, -10.0f));
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[self adjustVelocity:launchVector];
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float sheight = (float)(boundingBox.max.y - boundingBox.min.y);
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float sheight = (float)(boundingBox.max.y - boundingBox.min.y);
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position = vector_subtract(position, vector_multiply_scalar(v_up, sheight));
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position = vector_subtract(position, vector_multiply_scalar(v_up, sheight));
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