Unstable 0.1500.7.0 (No edition)
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@@ -666,19 +666,19 @@ namespace Barotrauma
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if (ForceVelocityLimit < 1000.0f)
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body.ApplyForce(Force * currentForceFluctuation * distFactor, ForceVelocityLimit);
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else
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body.ApplyForce(Force * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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body.ApplyForce(Force * currentForceFluctuation * distFactor);
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break;
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case TriggerForceMode.Acceleration:
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if (ForceVelocityLimit < 1000.0f)
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body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor, ForceVelocityLimit);
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else
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body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor);
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break;
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case TriggerForceMode.Impulse:
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if (ForceVelocityLimit < 1000.0f)
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body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, maxVelocity: ForceVelocityLimit);
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else
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body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor);
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break;
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case TriggerForceMode.LimitVelocity:
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float maxVel = ForceVelocityLimit * currentForceFluctuation * distFactor;
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