summaryrefslogtreecommitdiffstats
path: root/src/physics/physics.h
diff options
context:
space:
mode:
authorMrSimbax <simbaxlp@gmail.com>2014-03-09 14:36:39 +0100
committerMrSimbax <simbaxlp@gmail.com>2014-03-09 14:36:39 +0100
commit2ee0702d69728016593030e1b3a18d537563dab4 (patch)
tree578c8b48299f6d0fb2c620ffc39e5308104523ae /src/physics/physics.h
parent3dd400810f16657d1f99963f249a8b93f640fdd6 (diff)
downloadcolobot-2ee0702d69728016593030e1b3a18d537563dab4.tar.gz
colobot-2ee0702d69728016593030e1b3a18d537563dab4.tar.bz2
colobot-2ee0702d69728016593030e1b3a18d537563dab4.zip
Made some improvements to fall damage from a61da740
Fall damage on: - no energy - overheat Fall damage off: - underwater
Diffstat (limited to 'src/physics/physics.h')
-rw-r--r--src/physics/physics.h19
1 files changed, 14 insertions, 5 deletions
diff --git a/src/physics/physics.h b/src/physics/physics.h
index cf15b13..fea5601 100644
--- a/src/physics/physics.h
+++ b/src/physics/physics.h
@@ -165,6 +165,14 @@ public:
void CreateInterface(bool bSelect);
Error GetError();
+ float GetFallingHeight();
+
+ void SetMinFallingHeight(float value);
+ float GetMinFallingHeight();
+
+ void SetFallDamageFraction(float value);
+ float GetFallDamageFraction();
+
protected:
bool EventFrame(const Event &event);
void WaterFrame(float aTime, float rTime);
@@ -191,6 +199,7 @@ protected:
void MotorParticle(float aTime, float rTime);
void WaterParticle(float aTime, Math::Vector pos, ObjectType type, float floor, float advance, float turn);
void WheelParticle(int color, float width);
+ void SetFalling();
protected:
Gfx::CEngine* m_engine;
@@ -240,16 +249,16 @@ protected:
float m_restBreakParticle;
float m_floorLevel; // ground level
float m_floorHeight; // height above the ground
- int m_soundChannel;
- int m_soundChannelSlide;
+ int m_soundChannel;
+ int m_soundChannelSlide;
float m_soundTimePshhh;
float m_soundTimeJostle;
float m_soundTimeBoum;
bool m_bSoundSlow;
bool m_bForceUpdate;
bool m_bLowLevel;
- float m_fallingHeight;
- float m_fallDamageFraction;
- float m_minFallingHeight;
+ float m_fallingHeight;
+ float m_fallDamageFraction;
+ float m_minFallingHeight;
};