Experience speed adjustment happens after max speed limit; fix bug with speed calculation.
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@7760 4a71c877-e1ca-e34f-864e-861f7616d084master
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80ea1a5649
commit
53c81cfdc9
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@ -2455,9 +2455,6 @@ UDWORD calcDroidSpeed(UDWORD baseSpeed, UDWORD terrainType, UDWORD propIndex, UD
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// Factor in terrain
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// Factor in terrain
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speed *= getSpeedFactor(terrainType, propulsion->propulsionType);
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speed *= getSpeedFactor(terrainType, propulsion->propulsionType);
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speed /= 100;
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speed /= 100;
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// Factor in experience
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speed *= (100 + EXP_SPEED_BONUS * level);
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speed /= 100;
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// Need to ensure doesn't go over the max speed possible for this propulsion
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// Need to ensure doesn't go over the max speed possible for this propulsion
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if (speed > propulsion->maxSpeed)
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if (speed > propulsion->maxSpeed)
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@ -2465,6 +2462,10 @@ UDWORD calcDroidSpeed(UDWORD baseSpeed, UDWORD terrainType, UDWORD propIndex, UD
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speed = propulsion->maxSpeed;
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speed = propulsion->maxSpeed;
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}
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}
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// Factor in experience
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speed *= (100 + EXP_SPEED_BONUS * level);
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speed /= 100;
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return speed;
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return speed;
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}
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}
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@ -1857,7 +1857,7 @@ SDWORD moveCalcDroidSpeed(DROID *psDroid)
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}
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}
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// now offset the speed for the slope of the droid
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// now offset the speed for the slope of the droid
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speed = (MAX_SPEED_PITCH - pitch) * speed / MAX_SPEED_PITCH;
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speed = (MAX_SPEED_PITCH - pitch) * speed / MAX_SPEED_PITCH;
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if (speed <= 0)
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if (speed <= 10)
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{
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{
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// Very nasty hack to deal with buggy maps, where some cliffs are
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// Very nasty hack to deal with buggy maps, where some cliffs are
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// not properly marked as being cliffs, but too steep to drive over.
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// not properly marked as being cliffs, but too steep to drive over.
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