Fix jumping mechanics framerate dependency (bug #4991)

pull/2439/head
Capostrophic 5 years ago committed by capostrophic
parent cad4ba0423
commit 4e54ed86b3

@ -96,6 +96,7 @@
Bug #4984: "Friendly hits" feature should be used only for player's followers
Bug #4989: Object dimension-dependent VFX scaling behavior is inconsistent
Bug #4990: Dead bodies prevent you from hitting
Bug #4991: Jumping occasionally takes too much fatigue
Bug #4999: Drop instruction behaves differently from vanilla
Bug #5001: Possible data race in the Animation::setAlpha()
Bug #5004: Werewolves shield their eyes during storm

@ -2099,28 +2099,6 @@ void CharacterController::update(float duration, bool animationOnly)
lat.normalize();
vec = osg::Vec3f(lat.x(), lat.y(), 1.0f) * z * 0.707f;
}
// advance acrobatics
// also set jumping flag to allow GetPCJumping works
if (isPlayer)
{
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 0);
MWBase::Environment::get().getWorld()->getPlayer().setJumping(true);
}
// decrease fatigue
const float fatigueJumpBase = gmst.find("fFatigueJumpBase")->mValue.getFloat();
const float fatigueJumpMult = gmst.find("fFatigueJumpMult")->mValue.getFloat();
float normalizedEncumbrance = mPtr.getClass().getNormalizedEncumbrance(mPtr);
if (normalizedEncumbrance > 1)
normalizedEncumbrance = 1;
const float fatigueDecrease = fatigueJumpBase + normalizedEncumbrance * fatigueJumpMult;
if (!godmode)
{
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
cls.getCreatureStats(mPtr).setFatigue(fatigue);
}
}
}
else if(mJumpState == JumpState_InAir && !inwater && !flying && solid)
@ -2333,7 +2311,9 @@ void CharacterController::update(float duration, bool animationOnly)
movement = vec;
cls.getMovementSettings(mPtr).mPosition[0] = cls.getMovementSettings(mPtr).mPosition[1] = 0;
// Can't reset jump state (mPosition[2]) here; we don't know for sure whether the PhysicSystem will actually handle it in this frame
if (movement.z() == 0.f)
cls.getMovementSettings(mPtr).mPosition[2] = 0;
// Can't reset jump state (mPosition[2]) here in full; we don't know for sure whether the PhysicSystem will actually handle it in this frame
// due to the fixed minimum timestep used for the physics update. It will be reset in PhysicSystem::move once the jump is handled.
if (!mSkipAnim)

@ -34,6 +34,7 @@
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/player.hpp"
#include "../mwrender/bulletdebugdraw.hpp"
@ -326,7 +327,30 @@ namespace MWPhysics
if (movement.z() > 0 && ptr.getClass().getCreatureStats(ptr).isDead() && position.z() < swimlevel)
velocity = osg::Vec3f(0,0,1) * 25;
ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0;
if (ptr.getClass().getMovementSettings(ptr).mPosition[2])
{
const bool isPlayer = (ptr == MWMechanics::getPlayer());
// Advance acrobatics and set flag for GetPCJumping
if (isPlayer)
{
ptr.getClass().skillUsageSucceeded(ptr, ESM::Skill::Acrobatics, 0);
MWBase::Environment::get().getWorld()->getPlayer().setJumping(true);
}
// Decrease fatigue
if (!isPlayer || !MWBase::Environment::get().getWorld()->getGodModeState())
{
const MWWorld::Store<ESM::GameSetting> &gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const float fFatigueJumpBase = gmst.find("fFatigueJumpBase")->mValue.getFloat();
const float fFatigueJumpMult = gmst.find("fFatigueJumpMult")->mValue.getFloat();
const float normalizedEncumbrance = std::min(1.f, ptr.getClass().getNormalizedEncumbrance(ptr));
const float fatigueDecrease = fFatigueJumpBase + normalizedEncumbrance * fFatigueJumpMult;
MWMechanics::DynamicStat<float> fatigue = ptr.getClass().getCreatureStats(ptr).getFatigue();
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
ptr.getClass().getCreatureStats(ptr).setFatigue(fatigue);
}
ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0;
}
// Now that we have the effective movement vector, apply wind forces to it
if (MWBase::Environment::get().getWorld()->isInStorm())

Loading…
Cancel
Save