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@ -1690,6 +1690,11 @@ void process(GameState *gs, float dt)
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{
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Entity *potential_seat = cp_shape_entity(result);
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assert(potential_seat->is_box);
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if(potential_seat->box_type == BoxScanner) // learn everything from the scanner
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{
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player->box_unlocks |= potential_seat->blueprints_learned;
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}
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if (potential_seat->box_type == BoxCockpit || potential_seat->box_type == BoxMedbay) // @Robust check by feature flag instead of box type
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{
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// don't let players get inside of cockpits that somebody else is already inside of
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@ -2010,6 +2015,8 @@ void process(GameState *gs, float dt)
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Entity *to_learn = closest_box_to_point_in_radius(gs, entity_pos(cur_box), SCANNER_RADIUS, scanner_filter);
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if (to_learn != NULL)
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assert(to_learn->is_box);
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EntityID new_id = get_id(gs, to_learn);
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if (!entityids_same(cur_box->currently_scanning, new_id))
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@ -2018,9 +2025,12 @@ void process(GameState *gs, float dt)
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cur_box->currently_scanning = new_id;
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}
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float target_head_rotate_speed = cur_box->platonic_detection_strength > 0.0f ? 3.0f : 0.0f;
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if (to_learn != NULL)
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{
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cur_box->currently_scanning_progress += dt * SCANNER_SCAN_RATE;
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else
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target_head_rotate_speed *= 30.0f*cur_box->currently_scanning_progress;
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} else
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cur_box->currently_scanning_progress = 0.0f;
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if (cur_box->currently_scanning_progress >= 1.0f)
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@ -2028,7 +2038,7 @@ void process(GameState *gs, float dt)
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cur_box->blueprints_learned |= box_unlock_number(to_learn->box_type);
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}
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cur_box->scanner_head_rotate_speed = lerp(cur_box->scanner_head_rotate_speed, cur_box->platonic_detection_strength > 0.0f ? 3.0f : 0.0f, dt * 3.0f);
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cur_box->scanner_head_rotate_speed = lerp(cur_box->scanner_head_rotate_speed,target_head_rotate_speed, dt * 3.0f);
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cur_box->scanner_head_rotate += cur_box->scanner_head_rotate_speed * dt;
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cur_box->scanner_head_rotate = fmodf(cur_box->scanner_head_rotate, 2.0f * PI);
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}
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