Damage flash/hurt tilt: Make shorter to reduce player blindness (#7399)
authorParamat <paramat@users.noreply.github.com>
Wed, 29 Aug 2018 21:00:49 +0000 (22:00 +0100)
committerGitHub <noreply@github.com>
Wed, 29 Aug 2018 21:00:49 +0000 (22:00 +0100)
Damage flash is shortened from 0.98-1.27s to 0.25s-0.33s to reduce
player in-game blindness, especially useful for combat situations.
It is also visually more comfortable.
Camera hurt tilt is made slightly shorter to match in duration.

Both flash and camera tilt are now of similar length to a typical
damage sound, such as the one used by Minetest Game which is 0.27s.
The 3 effects become more synchronised and unified.

src/game.cpp

index fbfbdd547a20a4c3b6f988685a2a51843973e3c8..34606172c8634a200b2afb8977160535cdefbf9f 100644 (file)
@@ -3833,23 +3833,23 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
        /*
                Damage flash
        */
-       if (runData.damage_flash > 0.0) {
+       if (runData.damage_flash > 0.0f) {
                video::SColor color(runData.damage_flash, 180, 0, 0);
                driver->draw2DRectangle(color,
                                        core::rect<s32>(0, 0, screensize.X, screensize.Y),
                                        NULL);
 
-               runData.damage_flash -= 100.0 * dtime;
+               runData.damage_flash -= 384.0f * dtime;
        }
 
        /*
                Damage camera tilt
        */
-       if (player->hurt_tilt_timer > 0.0) {
-               player->hurt_tilt_timer -= dtime * 5;
+       if (player->hurt_tilt_timer > 0.0f) {
+               player->hurt_tilt_timer -= dtime * 6.0f;
 
-               if (player->hurt_tilt_timer < 0)
-                       player->hurt_tilt_strength = 0;
+               if (player->hurt_tilt_timer < 0.0f)
+                       player->hurt_tilt_strength = 0.0f;
        }
 
        /*