/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
- public float BaseThrowspeed { get; set; } = 10f;
+ public float BaseThrowspeed { get; set; } = 11f;
/// <summary>
/// Distance after which longer throw targets stop increasing throw impulse.
public const float PushbackDefault = 2f;
- /// <summary>
- /// The minimum amount of time an entity needs to be thrown before the timer can be run.
- /// Anything below this threshold never enters the air.
- /// </summary>
- public const float MinFlyTime = 0.15f;
public const float FlyTimePercentage = 0.8f;
private float _frictionModifier;
var flyTime = direction.Length() / baseThrowSpeed;
if (compensateFriction)
flyTime *= FlyTimePercentage;
-
- if (flyTime < MinFlyTime)
- flyTime = 0f;
comp.ThrownTime = _gameTiming.CurTime;
comp.LandTime = comp.ThrownTime + TimeSpan.FromSeconds(flyTime);
comp.PlayLandSound = playSound;