ghjfdhgdjgfdgjh
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@ -57,6 +57,7 @@ impl Plugin for ActorPlugin {
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.after(sync::position_to_transform),
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.after(sync::position_to_transform),
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handle_gforce
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handle_gforce
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.run_if(game_running)
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.run_if(game_running)
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.run_if(alive)
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.after(PhysicsSet::Sync)
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.after(PhysicsSet::Sync)
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.after(sync::position_to_transform)
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.after(sync::position_to_transform)
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.after(handle_wants_acceleration),
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.after(handle_wants_acceleration),
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@ -870,6 +871,8 @@ fn handle_wants_acceleration(
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engine.current_warmup =
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engine.current_warmup =
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(engine.current_warmup + dt / engine.warmup_seconds).clamp(0.0, 1.0);
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(engine.current_warmup + dt / engine.warmup_seconds).clamp(0.0, 1.0);
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delta_v = delta_v.clamp(DVec3::splat(-1.0), DVec3::splat(1.0));
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// Adjust acceleration to what the engine can actually provide
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// Adjust acceleration to what the engine can actually provide
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let factor_forward = if accel.direction.z > 0.0 {
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let factor_forward = if accel.direction.z > 0.0 {
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engine.thrust_forward
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engine.thrust_forward
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@ -883,10 +886,8 @@ fn handle_wants_acceleration(
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* ENGINE_SPEED_FACTOR as f64
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* ENGINE_SPEED_FACTOR as f64
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* engine.current_boost_factor;
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* engine.current_boost_factor;
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let final_accel = (trans.rotation
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let final_accel =
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* (delta_v.clamp_length_max(1.0) * engine_factor).as_vec3()
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(trans.rotation * (delta_v * engine_factor).as_vec3() * dt).as_dvec3();
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* dt)
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.as_dvec3();
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// Apply acceleration to velocity
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// Apply acceleration to velocity
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if allow_fullstop {
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if allow_fullstop {
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