Merge pull request #3282 from DeltaNedas/master
use realSpeed in input stuff
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@@ -612,7 +612,7 @@ public class DesktopInput extends InputHandler{
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baseSpeed = unit.minFormationSpeed * 0.95f;
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baseSpeed = unit.minFormationSpeed * 0.95f;
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}
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}
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float speed = baseSpeed * Mathf.lerp(1f, unit.type.canBoost ? unit.type.boostMultiplier : 1f, unit.elevation) * strafePenalty;
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float speed = unit.realSpeed() * strafePenalty;
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float xa = Core.input.axis(Binding.move_x);
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float xa = Core.input.axis(Binding.move_x);
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float ya = Core.input.axis(Binding.move_y);
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float ya = Core.input.axis(Binding.move_y);
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boolean boosted = (unit instanceof Mechc && unit.isFlying());
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boolean boosted = (unit instanceof Mechc && unit.isFlying());
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@@ -865,7 +865,7 @@ public class MobileInput extends InputHandler implements GestureListener{
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baseSpeed = unit.minFormationSpeed * 0.98f;
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baseSpeed = unit.minFormationSpeed * 0.98f;
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}
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}
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float speed = baseSpeed * Mathf.lerp(1f, type.canBoost ? type.boostMultiplier : 1f, unit.elevation) * strafePenalty;
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float speed = unit.realSpeed() * strafePenalty;
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float range = unit.hasWeapons() ? unit.range() : 0f;
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float range = unit.hasWeapons() ? unit.range() : 0f;
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float bulletSpeed = unit.hasWeapons() ? type.weapons.first().bullet.speed : 0f;
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float bulletSpeed = unit.hasWeapons() ? type.weapons.first().bullet.speed : 0f;
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float mouseAngle = unit.angleTo(unit.aimX(), unit.aimY());
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float mouseAngle = unit.angleTo(unit.aimX(), unit.aimY());
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