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Damage flash/hurt tilt: Make shorter to reduce player blindness (#7399)
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.
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1 changed files with 6 additions and 6 deletions
12
src/game.cpp
12
src/game.cpp
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@ -3833,23 +3833,23 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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/*
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Damage flash
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*/
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if (runData.damage_flash > 0.0) {
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if (runData.damage_flash > 0.0f) {
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video::SColor color(runData.damage_flash, 180, 0, 0);
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driver->draw2DRectangle(color,
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core::rect<s32>(0, 0, screensize.X, screensize.Y),
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NULL);
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runData.damage_flash -= 100.0 * dtime;
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runData.damage_flash -= 384.0f * dtime;
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}
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/*
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Damage camera tilt
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*/
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if (player->hurt_tilt_timer > 0.0) {
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player->hurt_tilt_timer -= dtime * 5;
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if (player->hurt_tilt_timer > 0.0f) {
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player->hurt_tilt_timer -= dtime * 6.0f;
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if (player->hurt_tilt_timer < 0)
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player->hurt_tilt_strength = 0;
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if (player->hurt_tilt_timer < 0.0f)
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player->hurt_tilt_strength = 0.0f;
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}
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/*
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