mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-06-30 17:24:34 +00:00
Update player.cpp
This commit is contained in:
parent
8f99b9004e
commit
6e98dd6d03
1 changed files with 10 additions and 6 deletions
|
|
@ -525,6 +525,7 @@ bool PlayerData::preload(bool server, String &errorStr)
|
|||
Con::printf("PlayerData:: Jump delay exceeds range (0-%d)",jumpDelay);
|
||||
}
|
||||
|
||||
|
||||
Resource<TSShape> shape;
|
||||
if (shapeAssetRef.notNull())
|
||||
shape = shapeAssetRef.assetPtr->getShapeResource();
|
||||
|
|
@ -2425,8 +2426,8 @@ void Player::setState(ActionState state, U32 recoverTicks)
|
|||
}
|
||||
}
|
||||
}
|
||||
// Set delay; if nothing valid, mProneRecoverDelay = 0 (instant pass)
|
||||
mProneRecoverDelay = seqTime;
|
||||
// Set delay; if nothing valid, mRecoverDelay = 0 (instant pass)
|
||||
mRecoverDelay = seqTime;
|
||||
}
|
||||
|
||||
default:
|
||||
|
|
@ -2487,8 +2488,8 @@ void Player::updateState()
|
|||
}
|
||||
break;
|
||||
case ProneRecoverState: //Skurps
|
||||
mProneRecoverDelay -= TickSec;
|
||||
if(mProneRecoverDelay <= 0.0f)
|
||||
mRecoverDelay -= TickSec;
|
||||
if(mRecoverDelay <= 0.0f)
|
||||
setState(MoveState);
|
||||
default:
|
||||
break;
|
||||
|
|
@ -3228,7 +3229,10 @@ void Player::updateMove(const Move* move)
|
|||
// This more accurate swim vector calc comes from Matt Fairfax
|
||||
// Added a check to keep the player from pose-jittering at the surface -Skurps
|
||||
F32 offset = getPosition().z + (0.66f * mDataBlock->swimBoxSize.z);
|
||||
if(offset < mLiquidHeight || mHead.x > 0.0f){ //Skurps
|
||||
bool rising = (move->y > 0.0f && mHead.x < 0.0f) || (move->y < 0.0f && mHead.x > 0.0f);
|
||||
bool skipPitch = (offset > mLiquidHeight) && rising; //Skip pitch contribution to velocity -Skurps
|
||||
|
||||
if(!skipPitch){ //Skurps
|
||||
MatrixF xRot;
|
||||
xRot.set(EulerF(mHead.x, 0, 0));
|
||||
zRot.set(EulerF(0, 0, mRot.z));
|
||||
|
|
@ -6550,7 +6554,7 @@ void Player::readPacketData(GameConnection *connection, BitStream *stream)
|
|||
if (stream->readFlag())
|
||||
mJumpDelay = stream->readInt(PlayerData::JumpDelayBits);
|
||||
else
|
||||
mJumpDelay = 0;
|
||||
mJumpDelay = 0.0f;
|
||||
|
||||
Point3F pos,rot;
|
||||
if (stream->readFlag()) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue