On Thu, 8 Jan 1998, Tony Robbins wrote:
> I was thinking about physics, and I've seen it done so I know it's possible.
>
> The sinking object patch is a great start, what I'm trying to do is make it
> so that if there is an underwater room below where the object is dropped,
> it sinks to that room rather than being extracted.
>
> Same situation with air. If there's a room below, it drops. If not it is
> extracted. The falling update could be told to stop if the room it is in
> is !SECT_FLYING or whatever.
>
Easy.
If exit down exists {
if current room is water and room down is water {
object removed from current room
object placed in room down
}
} else {
object sinks and is extracted.
}
Doing the same for non-floating objs and non-flying players is the same,
but the down check is not for water, but for SECT_FLYING.
I'd give you more details, but I'm tired, and have already coded it once,
and don't feel like re-figuring the wheel. Hopefully, it gets you going.
John Evans <evansj@hi-line.net> -- http://www.hi-line.net/~evansj/
Any sufficiently advanced technology is indistinguishable from magic.
--Arthur C. Clarke
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