--- a/src/proto2/GameState.cc Fri Nov 28 15:14:39 2008 +0000
+++ b/src/proto2/GameState.cc Fri Nov 28 15:27:51 2008 +0000
@@ -29,7 +29,7 @@
else if (fx > 0) setFacing(true);
// Apply force
- applyForce(Vector(fx, 0), INPUT_INTERVAL_MS);
+ applyForce(Vector(fx, 0));
// dig/shoot or something
if (input & INPUT_MOVE_DIG) {
--- a/src/proto2/Physics.cc Fri Nov 28 15:14:39 2008 +0000
+++ b/src/proto2/Physics.cc Fri Nov 28 15:27:51 2008 +0000
@@ -36,7 +36,7 @@
}
PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, Vector position, Vector velocity)
- : world(world), mass(mass), position(position), velocity(velocity), facing(3), inAir(true) {
+ : world(world), mass(mass), position(position), velocity(velocity), inAir(true), facing(3) {
world.addObject(this);
}
@@ -280,8 +280,8 @@
assert(hit != prev);
int dirIdx = getDirectionIndex(prev-hit);
- float tmp1 = hit.x-prev.x;
- float tmp2 = hit.y-prev.y;
+ //float tmp1 = hit.x-prev.x;
+ //float tmp2 = hit.y-prev.y;
// Engine::log(DEBUG, "physics.getNormal ") << dirIdx << " " << tmp1 << " " << tmp2;
for(int i = 1; i <= 2; i++) {
@@ -360,12 +360,9 @@
return (force/mass);
}
-void PhysicsObject::applyForce (Force force, TimeMS dt) {
- // XXX: dt is not used? It is here because we might want forces to
- // apply longer than one tick in the future.
-
- // Add applied force to the queue
- forceq.push(force);
+void PhysicsObject::applyForce (Force force) {
+ // Add applied force to the queue
+ forceq.push(force);
}
void PhysicsObject::changeAim(float da) {
--- a/src/proto2/Physics.hh Fri Nov 28 15:14:39 2008 +0000
+++ b/src/proto2/Physics.hh Fri Nov 28 15:27:51 2008 +0000
@@ -98,7 +98,7 @@
* @param force Force vector.
* @param dt The time the force is applied.
*/
- virtual void applyForce (Force force, TimeMS dt);
+ virtual void applyForce (Force force);
/**
* Changes player aim