was reading unitdef.cpp.
Posted: 09 Feb 2011, 01:37
Some interesting stuff:
Code: Select all
canSelfRepair = udTable.GetBool("canSelfRepair", false);
decloakOnFire = udTable.GetBool("decloakOnFire", true);
kamikazeDist = udTable.GetFloat("kamikazeDistance", -25.0f) + 25.0f; //we count 3d distance while ta count 2d distance so increase slightly
kamikazeUseLOS = udTable.GetBool("kamikazeUseLOS", false);
bankingAllowed = udTable.GetBool("bankingAllowed", true);
verticalSpeed = udTable.GetFloat("verticalSpeed", 3.0f); // speed of takeoff and landing, at least for gunships
turnInPlaceDistance = udTable.GetFloat("turnInPlaceDistance", 350.f);
turnInPlaceSpeedLimit = ((turnRate / SPRING_CIRCLE_DIVS) * ((PI + PI) * SQUARE_SIZE)) * (speed / GAME_SPEED);
turnInPlaceSpeedLimit = udTable.GetFloat("turnInPlaceSpeedLimit", std::min(speed, turnInPlaceSpeedLimit));
fallSpeed = udTable.GetFloat("fallSpeed", 0.2);
unitFallSpeed = udTable.GetFloat("unitFallSpeed", 0);
transportMass = udTable.GetFloat("transportMass", 100000.0f);
minTransportMass = udTable.GetFloat("minTransportMass", 0.0f);
^so there is a way to delimit min size!
flareSalvoSize = udTable.GetInt("flareSalvoSize", 4);
flareSalvoDelay = udTable.GetInt("flareSalvoDelay", 0) * GAME_SPEED;
^salvos? wtf?
usePieceCollisionVolumes = udTable.GetBool("usePieceCollisionVolumes", false);
^piece collistion?