Remove so much friction on ID games against walls etc
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@ -34,9 +34,7 @@ void InitialD4::FFBLoop(EffectConstants* constants, Helpers* helpers, EffectTrig
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{
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double percentLength = 200;
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double percentForce = (0.6);
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triggers->Inertia(percentForce);
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triggers->Friction(percentForce);
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triggers->Damper(percentForce);
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triggers->Rumble(percentForce, percentForce, percentLength);
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}
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}
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@ -34,9 +34,7 @@ void InitialD4Japan::FFBLoop(EffectConstants* constants, Helpers* helpers, Effec
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{
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double percentLength = 200;
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double percentForce = (0.6);
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triggers->Inertia(percentForce);
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triggers->Friction(percentForce);
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triggers->Damper(percentForce);
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triggers->Rumble(percentForce, percentForce, percentLength);
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}
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}
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@ -34,9 +34,7 @@ void InitialD5::FFBLoop(EffectConstants* constants, Helpers* helpers, EffectTrig
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{
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double percentLength = 200;
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double percentForce = (0.6);
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triggers->Inertia(percentForce);
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triggers->Friction(percentForce);
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triggers->Damper(percentForce);
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triggers->Rumble(percentForce, percentForce, percentLength);
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}
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}
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@ -142,18 +142,14 @@ void InitialD6::FFBLoop(EffectConstants* constants, Helpers* helpers, EffectTrig
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{
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double percentLength = 200;
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double percentForce = (ffrubbingwalls / 31.0);
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triggers->Inertia(percentForce);
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triggers->Friction(percentForce);
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triggers->Damper(percentForce);
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triggers->Rumble(percentForce, percentForce, percentLength);
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}
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if (ffcarcollision > 0) //cars colliding or rubbing with each other
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{
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double percentLength = 200;
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double percentForce = (ffcarcollision / 16.0);
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triggers->Inertia(percentForce);
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triggers->Friction(percentForce);
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triggers->Damper(percentForce);
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triggers->Rumble(percentForce, percentForce, percentLength);
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}
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if ((ff > 0x40037)& (ff < 0x40080))
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@ -142,18 +142,14 @@ void InitialD7::FFBLoop(EffectConstants* constants, Helpers* helpers, EffectTrig
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{
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double percentLength = 200;
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double percentForce = (ffrubbingwalls / 31.0);
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triggers->Inertia(percentForce);
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triggers->Friction(percentForce);
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triggers->Damper(percentForce);
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triggers->Rumble(percentForce, percentForce, percentLength);
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}
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if (ffcarcollision > 0) //cars colliding or rubbing with each other
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{
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double percentLength = 200;
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double percentForce = (ffcarcollision / 16.0);
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triggers->Inertia(percentForce);
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triggers->Friction(percentForce);
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triggers->Damper(percentForce);
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triggers->Rumble(percentForce, percentForce, percentLength);
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}
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if ((ff > 0x40037)& (ff < 0x40080))
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@ -142,18 +142,14 @@ void InitialD8::FFBLoop(EffectConstants* constants, Helpers* helpers, EffectTrig
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{
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double percentLength = 200;
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double percentForce = (ffrubbingwalls / 31.0);
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triggers->Inertia(percentForce);
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triggers->Friction(percentForce);
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triggers->Damper(percentForce);
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triggers->Rumble(percentForce, percentForce, percentLength);
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}
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if (ffcarcollision > 0) //cars colliding or rubbing with each other
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{
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double percentLength = 200;
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double percentForce = (ffcarcollision / 16.0);
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triggers->Inertia(percentForce);
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triggers->Friction(percentForce);
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triggers->Damper(percentForce);
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triggers->Rumble(percentForce, percentForce, percentLength);
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}
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if ((ff > 0x40037)& (ff < 0x40080))
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