walking is now normal, no more sticking to the walls (the Q&D soluction was used), noclip movement is also normal now

Former-commit-id: 5a8de3e31e1f39e1591a5a60abc9d0dd37c3f87e
Former-commit-id: 9c685d31d6f8c75b512f41e467fac8586a22bc59
This commit is contained in:
Song Minjae
2016-07-31 17:51:06 +09:00
parent 30a0464820
commit 5e7a95a3b9
9 changed files with 158 additions and 123 deletions

View File

@@ -12,12 +12,12 @@ object AVKey {
* walking/running speed
*/
const val SPEED = "speed"
const val SPEEDMULT = "speed$MULT"
const val SPEEDMULT = "$SPEED$MULT"
/** pixels per frame squared
* acceleration of the movement (e.g. running, flying, driving, etc.)
*/
const val ACCEL = "accel"
const val ACCELMULT = "accel$MULT"
const val ACCELMULT = "$ACCEL$MULT"
const val SCALE = "scale"
/** pixels */
const val BASEHEIGHT = "baseheight"
@@ -25,7 +25,7 @@ object AVKey {
const val BASEMASS = "basemass"
/** pixels per frame */
const val JUMPPOWER = "jumppower"
const val JUMPPOWERMULT = "jumppower$MULT"
const val JUMPPOWERMULT = "$JUMPPOWER$MULT"
/** Int
* "Default" value of 1 000
@@ -72,7 +72,10 @@ object AVKey {
* current defence point of worn armour(s)
*/
const val ARMOURDEFENCE = "armourdefence"
const val ARMOURDEFENCEMULT = "armourdefence$MULT"
const val ARMOURDEFENCEMULT = "$ARMOURDEFENCE$MULT"
const val MAGICREGENRATE = "magicregenrate"
const val MAGICREGENRATEMULT = "$MAGICREGENRATE$MULT"