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https://github.com/TorqueGameEngines/Torque3D.git
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Fixed mAtRest logic when setting static flag.
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0f22ca64d4
commit
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1 changed files with 2 additions and 2 deletions
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@ -1279,7 +1279,7 @@ DefineEngineMethod( Item, getLastStickyNormal, const char *, (),,
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bool Item::_setStatic(void *object, const char *index, const char *data)
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{
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Item *i = static_cast<Item*>(object);
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i->mAtRest = false;
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i->mAtRest = dAtob(data);
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i->setMaskBits(InitialUpdateMask | PositionMask);
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return true;
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}
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@ -1294,7 +1294,7 @@ bool Item::_setRotate(void *object, const char *index, const char *data)
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void Item::initPersistFields()
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{
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addGroup("Misc");
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addProtectedField("static", TypeBool, Offset(mStatic, Item), &_setStatic, &defaultProtectedGetFn, "If true, the object is not moving in the world (and will not be updated through the network).\n");
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addProtectedField("static", TypeBool, Offset(mStatic, Item), &_setStatic, &defaultProtectedGetFn, "If true, the object is not moving in the world.\n");
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addProtectedField("rotate", TypeBool, Offset(mRotate, Item), &_setRotate, &defaultProtectedGetFn, "If true, the object will automatically rotate around its Z axis.\n");
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endGroup("Misc");
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