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Dynamic Windage #101

Open SirPolaris opened 2 weeks ago

SirPolaris commented 2 weeks ago

Code dynamic wind/wind affecting munitions

SirPolaris commented 1 day ago

From RHS. Saved incase code base changes.

override void EOnPostFixedFrame(IEntity owner, float timeSlice)
{
  vector ownerPosition = owner.GetOrigin(), velocity = m_Physics.GetVelocity();

  if (m_WeatherManager)
  {
    vector force;
    force = {0, m_WeatherManager.GetWindDirection(), 0};
    force = force.AnglesToVector();
    force = {force[1], 0, force[2]};
    force *= m_WeatherManager.GetWindSpeed();
    m_vWindForce = force * (-m_fWindInfluenceMultiplier);
  }

  RandomGenerator generator = new RandomGenerator();
  generator.SetSeed(m_RplComponent.Id() + m_WeatherManager.GetEngineTime());
  float randomInfluence;
  if (m_fRandomWindInfluence != 0)
    randomInfluence = generator.RandFloatXY(-m_fRandomWindInfluence, m_fRandomWindInfluence);

  velocity[0] = velocity[0] + m_vWindForce[0] * timeSlice + randomInfluence;
  //velocity[1] = Math.Clamp(velocity[1], -20, 20);
  velocity[2] = velocity[2] + m_vWindForce[2] * timeSlice + randomInfluence;

  m_Physics.SetVelocity(velocity);
  if (ownerPosition[1] + 1 <= owner.GetWorld().GetSurfaceY(ownerPosition[0], ownerPosition[2]))
  {
    ClearEventMask(owner, EntityEvent.POSTFRAME);
    Deploy();
  }

  if (float.AlmostEqual(velocity[1], 0, 0.5))
  {
    ClearEventMask(owner, EntityEvent.POSTFRAME);
    Deploy();
  }
}