diff --git a/Engine/source/T3D/player.h b/Engine/source/T3D/player.h index 70cd9abe7..53fcc051e 100644 --- a/Engine/source/T3D/player.h +++ b/Engine/source/T3D/player.h @@ -62,7 +62,6 @@ struct PlayerData: public ShapeBaseData /*protected AssetPtrCallback < already i typedef ShapeBaseData Parent; enum Constants { RecoverDelayBits = 7, - ProneRecoverDelayBits = 7, //Skurps JumpDelayBits = 7, NumSpineNodes = 6, ImpactBits = 3, @@ -319,7 +318,7 @@ struct PlayerData: public ShapeBaseData /*protected AssetPtrCallback < already i NumExtraActionAnims = 512 - NumTableActionAnims, NumActionAnims = NumTableActionAnims + NumExtraActionAnims, - ActionAnimBits = 10, // Skurps changed from 9 + ActionAnimBits = 9, NullAnimation = (1 << ActionAnimBits) - 1 }; int mDynamicAnimsStart; @@ -509,7 +508,7 @@ protected: MoveState, RecoverState, ProneRecoverState, // Skurps - NumStateBits = 4 // Skurps + NumStateBits = 3 }; ActionState mState; ///< What is the player doing? @see ActionState bool mFalling; ///< Falling in mid-air? @@ -570,9 +569,7 @@ protected: U32 mReversePending; F32 mRecoverDelay; ///< When bypassing the legacy recover system and only using the land sequence, - /// this is how long the player will be in the land sequence. - - F32 mProneRecoverDelay; ///< Set by proneInSequenceTime, proneOutSequenceTime, or proneDiveSequenceTime -Skurps + /// this is how long the player will be in the land sequence. Also used by proneRecoverState. -Skurps bool mInWater; ///< Is true if WaterCoverage is greater than zero bool mSwimming; ///< Is true if WaterCoverage is above the swimming threshold