diff --git a/Engine.cpp b/Engine.cpp index 914cb32..03efb77 100644 --- a/Engine.cpp +++ b/Engine.cpp @@ -198,7 +198,7 @@ void Engine::Initiate() auto SpawnRemote = [&]() -> Character* { Character* c = new Character(); c->name = "remote"; - c->colorOverride = glm::vec4(0.1f, 0.3f, 1.0f, 1.0f); // blue + c->colorOverride = glm::vec4(0.02f, 0.08f, 0.5f, 1.0f); // dark blue c->castshadow = true; c->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f }); c->body->SetRig(testrig); @@ -588,7 +588,7 @@ void Engine::Initiate() const int maxHealth = 100; const int bodyDamage = 50; const int punchDamage = 25; - const float headFraction = 0.93f; // top 7% of the hitbox counts as the head + const float headFraction = 0.8f; // top 20% of the hitbox counts as the head // Random respawn spot on the floor (NPC and player), kept clear of every map prop std::mt19937 respawnRng(std::random_device{}()); @@ -946,7 +946,6 @@ void Engine::Initiate() } rain->t.TranslateTo(camera->t.GetTranslation() + glm::vec3(0.0f, 20.0f, 0.0f)); - for (int i = 0; i < 30; i++) rain->Emit(); if (!sliding) { testcharacter->body->t.RotateToQuaternion(