@@ -99,20 +99,19 @@ namespace Content.Server.Physics.Controllers
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// inputs will do different things.
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// TODO: Do that
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float speedCap;
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// This is comically fast for debugging
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var angularSpeed = 20000f;
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var angularSpeed = 0.75f;
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// ShuttleSystem has already worked out the ratio so we'll just multiply it back by the mass.
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var movement = (mover.VelocityDir.walking + mover.VelocityDir.sprinting);
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if (physicsComponent.LinearVelocity.LengthSquared == 0f)
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{
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movement *= 5f;
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}
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switch (shuttleComponent.Mode)
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{
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case ShuttleMode.Docking:
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if (physicsComponent.LinearVelocity.LengthSquared == 0f)
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{
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movement *= 5f;
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}
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if (movement.Length != 0f)
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physicsComponent.ApplyLinearImpulse(physicsComponent.Owner.Transform.WorldRotation.RotateVec(movement) * shuttleComponent.SpeedMultipler * physicsComponent.Mass);
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@@ -121,13 +120,19 @@ namespace Content.Server.Physics.Controllers
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case ShuttleMode.Cruise:
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if (movement.Length != 0.0f)
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{
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if (physicsComponent.LinearVelocity.LengthSquared == 0f)
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{
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movement.Y *= 5f;
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}
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// Currently this is slow BUT we'd have a separate multiplier for docking and cruising or whatever.
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physicsComponent.ApplyLinearImpulse((physicsComponent.Owner.Transform.WorldRotation + new Angle(MathF.PI / 2)).ToVec() *
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shuttleComponent.SpeedMultipler *
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physicsComponent.Mass *
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movement.Y *
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10);
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physicsComponent.ApplyAngularImpulse(-movement.X * angularSpeed);
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2.5f);
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physicsComponent.ApplyAngularImpulse(-movement.X * angularSpeed * physicsComponent.Mass);
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}
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// TODO WHEN THIS ACTUALLY WORKS
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Block a user