extern Terrain terrain;
extern Objects objects;
extern int environment;
-extern float terraindetail;
extern float camerashake;
extern bool freeze;
extern int detail;
param=0;
}
+enum {boneconnect, constraint, muscle};
+
void Muscle::DoConstraint(bool spinny)
{
static XYZ vel;
if(free){
freetime+=multiplier;
- whichpatchx=coords->x/(terrain.size/subdivision*terrain.scale*terraindetail);
- whichpatchz=coords->z/(terrain.size/subdivision*terrain.scale*terraindetail);
+ whichpatchx=coords->x/(terrain.size/subdivision*terrain.scale);
+ whichpatchz=coords->z/(terrain.size/subdivision*terrain.scale);
terrainlight=*coords;
objects.SphereCheckPossible(&terrainlight, 1);
void Skeleton::AddMuscle(int attach1,int attach2,float minlength,float maxlength,int type)
{
+ const int max_muscles = 100; // FIXME: Probably can be dropped
if(num_muscles<max_muscles-1&&attach1<num_joints&&attach1>=0&&attach2<num_joints&&attach2>=0&&attach1!=attach2){
muscles[num_muscles].parent1=&joints[attach1];
muscles[num_muscles].parent2=&joints[attach2];