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Merge pull request #1369 from Areloch/FixPathShapeNudgeRayTest
Adjusts the test behavior for when the player class tries to ray-check against PathShapes
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commit
b671b85d30
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@ -4762,14 +4762,16 @@ bool Player::step(Point3F *pos,F32 *maxStep,F32 time)
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// PATHSHAPE
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// This Function does a ray cast down to see if a pathshape object is below
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// If so, it will attempt to attach to it.
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void Player::updateAttachment(){
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void Player::updateAttachment()
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{
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Point3F rot, pos;
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RayInfo rInfo;
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MatrixF mat = getTransform();
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mat.getColumn(3, &pos);
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disableCollision();
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if (gServerContainer.castRay(Point3F(pos.x, pos.y, pos.z + 0.1f),
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Point3F(pos.x, pos.y, pos.z - 1.0f ),
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PathShapeObjectType, &rInfo))
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sCollisionMoveMask, &rInfo))
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{
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if ((mJumpSurfaceLastContact < JumpSkipContactsMax) && !mSwimming)
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setPosition(rInfo.point, getRotation());
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@ -4793,12 +4795,13 @@ void Player::updateAttachment(){
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}
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else
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{
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if (getParent() !=NULL)
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if (getParent() != NULL)
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{
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clearProcessAfter();
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attachToParent(NULL);
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}
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}
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enableCollision();
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}
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// PATHSHAPE END
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