Fix ebolt effect on AI not being frame rate dependent

This commit is contained in:
Dominic Szablewski 2023-09-24 14:04:29 +02:00
parent 339f130b94
commit 718a348109

View file

@ -525,10 +525,16 @@ void ship_ai_update_race(ship_t *self) {
self->position = vec3_add(self->position, vec3_mulf(self->velocity, 0.015625 * 30 * system_tick())); self->position = vec3_add(self->position, vec3_mulf(self->velocity, 0.015625 * 30 * system_tick()));
if (flags_is(self->flags, SHIP_ELECTROED)) { if (flags_is(self->flags, SHIP_ELECTROED)) {
self->position = vec3_add(self->position, vec3(rand_float(-20, 20), rand_float(-20, 20), rand_float(-20, 20))); self->ebolt_effect_timer += system_tick();
if (rand_int(0, 50) == 0) { if (self->ebolt_effect_timer > 0.1) {
self->speed -= self->speed * 0.5 * 30 * system_tick(); self->ebolt_effect_timer -= 0.1;
self->position = vec3_add(self->position, vec3(rand_float(-20, 20), rand_float(-20, 20), rand_float(-20, 20)));
if (rand_int(0, 10) == 0) {
self->speed -= self->speed * 0.5;
}
} }
} }