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author | Sergeanur <s.anureev@yandex.ua> | 2021-08-16 09:09:39 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2021-08-16 09:09:39 +0200 |
commit | d7e764d519a9b96969786a99494eba8c3af988b9 (patch) | |
tree | 811331933b6959a1071d452536c4eca7873621ac /src/vehicles/Automobile.cpp | |
parent | Merge branch 'lcs' of github.com:GTAmodding/re3 into lcs (diff) | |
parent | PS2 audio reflections (diff) | |
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Diffstat (limited to 'src/vehicles/Automobile.cpp')
-rw-r--r-- | src/vehicles/Automobile.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index a249ee7f..810c1661 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -3600,6 +3600,7 @@ CAutomobile::ProcessBuoyancy(void) CVector impulse, point; if(mod_Buoyancy.ProcessBuoyancy(this, m_fBuoyancy, &point, &impulse)){ + bTouchingWater = true; float timeStep = Max(CTimer::GetTimeStep(), 0.01f); float impulseRatio = impulse.z / (GRAVITY * m_fMass * timeStep); float waterResistance = Pow(1.0f - 0.05f*impulseRatio, CTimer::GetTimeStep()); @@ -3614,7 +3615,7 @@ CAutomobile::ProcessBuoyancy(void) heliHitWaterHard = true; } }else{ - float strength = 1.0f/Max(8.0f*impulseRatio, 1.0f); + float strength = Max(8.0f*impulseRatio, 1.0f); ApplyMoveForce(-2.0f*impulse/strength); ApplyTurnForce(-impulse/strength, point); if(impulseRatio > 0.9f){ |