Turret Mounting

This commit is contained in:
OTHGMars 2014-06-16 20:58:40 -04:00 committed by Azaezel
parent 037ee82982
commit a27fddc29a

View file

@ -632,13 +632,6 @@ void TurretShape::processTick(const Move* move)
if (!isGhost()) if (!isGhost())
updateAnimation(TickSec); updateAnimation(TickSec);
if (isMounted()) {
MatrixF mat;
mMount.object->getMountTransform( mMount.node, mMount.xfm, &mat );
ShapeBase::setTransform(mat);
ShapeBase::setRenderTransform(mat);
}
updateMove(move); updateMove(move);
} }
@ -679,19 +672,11 @@ void TurretShape::advanceTime(F32 dt)
} }
} }
// If there is a recoil or image-based thread then
// we also need to update the nodes.
if (mRecoilThread || mImageStateThread)
updateNodes = true;
Parent::advanceTime(dt); Parent::advanceTime(dt);
updateAnimation(dt); updateAnimation(dt);
if (updateNodes) _setRotation(mRot);
{
_updateNodes(mRot);
}
} }
void TurretShape::setTransform( const MatrixF& mat ) void TurretShape::setTransform( const MatrixF& mat )