{
float death_anim_time = world.sim_internal_time - fish->death_time;
+ // Death animation
if( death_anim_time > 0.0f && death_anim_time < 1.0f )
{
- // Death animation
- v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta, fish->physics_co );
- render_pos[2] = 1.0f - death_anim_time;
-
- //fish->physics_co[0] = fish->pos[0] + 0.5f + sinf( vg_time * 40.0f );
- //fish->physics_co[1] = fish->pos[1] + 0.5f + cosf( vg_time * 45.0f );
+ float amt = 1.0f-death_anim_time*death_anim_time;
+
+ v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta * amt, fish->physics_co );
+ render_pos[2] = amt;
}
else if( world.sim_internal_time > fish->death_time )
continue;