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Bound T2Bullet to T2's update tick; got rid of the old timing code
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ea2542532f
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8 changed files with 120 additions and 288 deletions
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@ -24,7 +24,6 @@ extern "C"
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{
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Con::addMethodB(NULL, "bulletInitialize", &conBulletInitialize, "Initializes the Bullet physics system.", 0, 0);
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Con::addMethodB(NULL, "bulletDeinitialize", &conBulletDeinitialize, "Deinitializes the Bullet physics system.", 0, 0);
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Con::addMethodB(NULL, "bulletUpdate", &conBulletUpdate, "Updates the Bullet physics system. Call this as often as your system can handle.", 0, 0);
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Con::addMethodS(NULL, "bulletGetPosition", &conBulletGetPosition, "Queries Bullet for the position of the object identified by the input id.", 2, 2);
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Con::addMethodS(NULL, "bulletGetRotation", &conBulletGetRotation, "Queries Bullet for the rotation of the object identified by the input id.", 2, 2);
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@ -33,13 +32,13 @@ extern "C"
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Con::addMethodB(NULL, "bulletSetGravity", &conBulletSetGravity, "bulletSetGravity(x,y,z)", 4, 4);
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Con::addMethodB(NULL, "bulletInitialized", &conBulletInitialized, "Returns whether or not if Bullet has been initialized.", 0,0);
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Con::addMethodS(NULL, "bulletCreateCube", &conBulletCreateCube, "bulletMakeCube(mass, scaleX, scaleY, scaleZ)", 5, 5);
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Con::addMethodS(NULL, "bulletCreateCube", &conBulletCreateCube, "bulletMakeCube(mass, scaleX, scaleY, scaleZ, boundID)", 6, 6);
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}
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__declspec(dllexport) void ServerProcess(unsigned int deltaTime)
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{
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// Game will pump updates to here
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updateBullet(deltaTime);
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}
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}
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