Replace gravity magic numbers with cvar
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@ -99,7 +99,7 @@ function new_nade(settings)
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this.vz = this.vz * MODE_NADE_ADAMP
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this.vz = this.vz * MODE_NADE_ADAMP
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end
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end
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this.vy = this.vy + 5*9.81*MODE_NADE_STEP*MODE_NADE_STEP
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this.vy = this.vy + 5*MODE_GRAVITY*MODE_NADE_STEP*MODE_NADE_STEP
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end
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end
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function this.explode_dmg()
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function this.explode_dmg()
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@ -139,7 +139,7 @@ function new_particle(settings)
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this.vz = this.vz * this.adamp
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this.vz = this.vz * this.adamp
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end
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end
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this.vy = this.vy + 5*9.81*this.step*this.step
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this.vy = this.vy + 5*MODE_GRAVITY*this.step*this.step
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end
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end
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function this.tick(sec_current, sec_delta)
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function this.tick(sec_current, sec_delta)
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@ -46,7 +46,7 @@ function wobj_new(settings)
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-- Calculate jump speed required to jump d blocks high.
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-- Calculate jump speed required to jump d blocks high.
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function this.get_jump_speed(d)
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function this.get_jump_speed(d)
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local grav = this.grav or 1.0
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local grav = this.grav or 1.0
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local acc = 9.81*4.0*grav
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local acc = MODE_GRAVITY*4.0*grav
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-- d = a*t*t/2
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-- d = a*t*t/2
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-- d, a known; find t
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-- d, a known; find t
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@ -96,7 +96,7 @@ function wobj_new(settings)
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-- d = v*t + (a*t*t)/2
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-- d = v*t + (a*t*t)/2
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-- Tested to be consistent over a wide variety of sec_delta values.
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-- Tested to be consistent over a wide variety of sec_delta values.
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if this.grav then
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if this.grav then
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local acc = 9.81*4.0*this.grav
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local acc = MODE_GRAVITY*4.0*this.grav
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this.vg.y = this.vg.y + sec_delta*acc
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this.vg.y = this.vg.y + sec_delta*acc
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end
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end
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