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https://github.com/TorqueGameEngines/Torque3D.git
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Update player.cpp
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a1c49b82c7
commit
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1 changed files with 13 additions and 24 deletions
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@ -439,10 +439,10 @@ PlayerData::PlayerData()
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boxTorsoPercentage = 0.55f;
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// damage locations
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boxTorsoLeftPercentage = 0.15; //Skurps replaced left/right/front/back head percentages
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boxTorsoRightPercentage = 0.15; //Skurps
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boxTorsoBackPercentage = 0.15; //Skurps
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boxTorsoFrontPercentage = 0.15; //Skurps
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boxTorsoLeftPercentage = 0.15f; //Skurps replaced left/right/front/back head percentages
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boxTorsoRightPercentage = 0.15f; //Skurps
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boxTorsoBackPercentage = 0.15f; //Skurps
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boxTorsoFrontPercentage = 0.15f; //Skurps
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for (S32 i = 0; i < MaxSounds; i++)
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INIT_SOUNDASSET_ARRAY(PlayerSound, i);
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@ -732,10 +732,7 @@ void PlayerData::getGroundInfo(TSShapeInstance* si, TSThread* thread,ActionAnima
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F32 yaw = mAtan2(fwd.x, fwd.y);
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// Wrap yaw into [-pi, pi]
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if (yaw > M_PI)
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yaw -= M_2PI;
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else if (yaw < -M_PI)
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yaw += M_2PI;
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yaw = mWrapF(yaw, -M_PI_F, M_PI_F);
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dp->angularSpeed = yaw; // radians per frame
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}
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@ -2181,12 +2178,8 @@ void Player::processTick(const Move* move)
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mDelta.pos += mDelta.warpOffset;
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mDelta.rot += mDelta.rotOffset;
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// Wrap yaw to +/-PI
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if (mDelta.rot.z < - M_PI_F)
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mDelta.rot.z += M_2PI_F;
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else if (mDelta.rot.z > M_PI_F)
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mDelta.rot.z -= M_2PI_F;
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// Wrap yaw to +/-PI
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mDelta.rot.z = mWrapF(mDelta.rot.z, -M_PI_F, M_PI_F);
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if (!ignore_updates)
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{
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@ -2943,12 +2936,7 @@ void Player::updateMove(const Move* move)
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// --- Begin angular velocity calculation --- Skurps
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F32 prevYaw = mRot.z - y; // store the previous yaw
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F32 deltaYaw = mRot.z - prevYaw;
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// unwrap to avoid jumps over 180°
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if (deltaYaw > M_PI_F)
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deltaYaw -= M_2PI_F;
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else if (deltaYaw < -M_PI_F)
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deltaYaw += M_2PI_F;
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deltaYaw = mWrapF(deltaYaw,-M_PI_F, M_PI_F);
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// store angular velocity in radians/sec
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mAngularVelocity.z = deltaYaw / TickSec;
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@ -2962,10 +2950,14 @@ void Player::updateMove(const Move* move)
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}
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// constrain the range of mRot.z
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mRot.z = mWrapF(mRot.z, 0.0f, M_2PI_F);
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/*
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while (mRot.z < 0.0f)
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mRot.z += M_2PI_F;
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while (mRot.z > M_2PI_F)
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mRot.z -= M_2PI_F;
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*/
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}
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mDelta.rot = mRot;
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@ -6828,10 +6820,7 @@ void Player::unpackUpdate(NetConnection *con, BitStream *stream)
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mDelta.rotOffset.z = 0;
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// Wrap rotation to +/-PI
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if(mDelta.rotOffset.z < - M_PI_F)
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mDelta.rotOffset.z += M_2PI_F;
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else if(mDelta.rotOffset.z > M_PI_F)
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mDelta.rotOffset.z -= M_2PI_F;
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mDelta.rotOffset.z = mWrapF(mDelta.rotOffset.z, -M_PI_F, M_PI_F);
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mDelta.rotOffset /= (F32)mDelta.warpTicks;
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}
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