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-rw-r--r--src/entities/Entity.cpp6
-rw-r--r--src/entities/Entity.h2
-rw-r--r--src/entities/Physical.cpp4
3 files changed, 7 insertions, 5 deletions
diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp
index 68486a3c..41a2e2bd 100644
--- a/src/entities/Entity.cpp
+++ b/src/entities/Entity.cpp
@@ -81,7 +81,7 @@ CEntity::CEntity(void)
m_flagE2 = false;
bOffscreen = false;
bIsStaticWaitingForCollision = false;
- m_flagE10 = false;
+ bDontStream = false;
bUnderwater = false;
bHasPreRenderEffects = false;
@@ -1083,7 +1083,7 @@ CEntity::SaveEntityFlags(uint8*& buf)
if (m_flagE2) tmp |= BIT(9);
if (bOffscreen) tmp |= BIT(10);
if (bIsStaticWaitingForCollision) tmp |= BIT(11);
- if (m_flagE10) tmp |= BIT(12);
+ if (bDontStream) tmp |= BIT(12);
if (bUnderwater) tmp |= BIT(13);
if (bHasPreRenderEffects) tmp |= BIT(14);
@@ -1139,7 +1139,7 @@ CEntity::LoadEntityFlags(uint8*& buf)
m_flagE2 = !!(tmp & BIT(9));
bOffscreen = !!(tmp & BIT(10));
bIsStaticWaitingForCollision = !!(tmp & BIT(11));
- m_flagE10 = !!(tmp & BIT(12));
+ bDontStream = !!(tmp & BIT(12));
bUnderwater = !!(tmp & BIT(13));
bHasPreRenderEffects = !!(tmp & BIT(14));
}
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index e7d402d0..f506017a 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -87,7 +87,7 @@ public:
uint32 m_flagE2 : 1;
uint32 bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true
uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
- uint32 m_flagE10 : 1; // probably bDontStream
+ uint32 bDontStream : 1; // tell the streaming not to stream me
uint32 bUnderwater : 1; // this object is underwater change drawing order
uint32 bHasPreRenderEffects : 1; // Object has a prerender effects attached to it
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index 02feb5cb..f97194d0 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -478,7 +478,9 @@ CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVecto
if(DotProduct(springDir, forceDir) > 0.0f)
forceDir *= -1.0f;
float step = Min(CTimer::GetTimeStep(), 3.0f);
- float impulse = -GRAVITY*m_fMass*step * springConst * compression * bias*2.0f;
+ float impulse = GRAVITY*m_fMass*step * springConst * compression * bias*2.0f;
+ if(bIsHeavy)
+ impulse *= 0.75f;
ApplyMoveForce(forceDir*impulse);
ApplyTurnForce(forceDir*impulse, point);
}