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.
This commit is contained in:
Paramat 2018-08-29 22:00:49 +01:00 committed by GitHub
parent dcd1a15545
commit 7e21cec55b
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GPG Key ID: 4AEE18F83AFDEB23

@ -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;
}
/*