Step sounds for smaller mechs (bad)
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@@ -179,7 +179,7 @@ abstract class LegsComp implements Posc, Rotc, Hitboxc, Unitc{
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floor.walkSound.at(x, y, 1f, floor.walkSoundVolume);
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}else{
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Fx.unitLandSmall.at(l.base.x, l.base.y, type.rippleScale, floor.mapColor);
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type.stepSound.at(l.base.x, l.base.y, type.stepSoundPitch + Mathf.range(0.1f), type.stepSoundVolume);
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type.stepSound.at(l.base.x, l.base.y, type.stepSoundPitch + Mathf.range(type.stepSoundPitchRange), type.stepSoundVolume);
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}
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//shake when legs contact ground
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@@ -379,7 +379,7 @@ public class AIController implements UnitController{
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if(arrive){
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Tmp.v3.set(-unit.vel.x / unit.type.accel * 2f, -unit.vel.y / unit.type.accel * 2f).add((target.getX() - unit.x), (target.getY() - unit.y));
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if(unit.type.omniMovement){
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if(unit.type.omniMovement || unit.type.rotateMoveFirst){
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vec.add(Tmp.v3).limit(speed * length);
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}else{
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//directly move the unit to prevent a backwards movement vector from messing things up
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