Low-FPS bullet behavior fixes

This commit is contained in:
Anuken
2025-08-10 14:37:32 +02:00
parent dac299bf25
commit 4e82396be1
3 changed files with 15 additions and 12 deletions

View File

@@ -22,14 +22,14 @@ import static mindustry.Vars.*;
@EntityDef(value = {Bulletc.class}, pooled = true, serialize = false)
@Component(base = true)
abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Drawc, Shielderc, Ownerc, Velc, Bulletc, Timerc{
abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Drawc, Shielderc, Ownerc, Bulletc, Timerc{
@Import Team team;
@Import Entityc owner;
@Import float x, y, damage, lastX, lastY, time, lifetime;
@Import Vec2 vel;
IntSeq collided = new IntSeq(6);
BulletType type;
Vec2 vel = new Vec2();
Object data;
float fdata;
@@ -39,6 +39,7 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
//setting this variable to true prevents lifetime from decreasing for a frame.
transient boolean keepAlive;
transient boolean justSpawned = true;
/** Unlike the owner, the shooter is the original entity that created this bullet. For a second-stage missile, the shooter would be the turret, but the owner would be the last missile stage.*/
transient Entityc shooter;
transient @Nullable Tile aimTile;
@@ -151,6 +152,15 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
@Override
public void update(){
//for one frame, bullets do not move - this is because bullet.update() is called immediately after the weapon updates
//if the bullet moved immediately, it would spawn visually offset from the weapon at low FPS values
if(!justSpawned){
x += vel.x * Time.delta;
y += vel.y * Time.delta;
vel.scl(Math.max(1f - type.drag * Time.delta, 0));
}
justSpawned = false;
if(mover != null){
mover.move(self());
}