engine cpp changed
This commit is contained in:
+2
-3
@@ -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(
|
||||
|
||||
Reference in New Issue
Block a user