Don't start the jump animation until after the actor is airborn

A bit counter-intuitive, but otherwise certain jump animations will improperly
add an offset to the initial inertia.
This commit is contained in:
Chris Robinson 2013-08-19 08:24:47 -07:00
parent ac3d3df9fc
commit 2ec39f3622

View file

@ -794,9 +794,6 @@ void CharacterController::update(float duration)
}
else if(vec.z > 0.0f && mJumpState == JumpState_None)
{
forcestateupdate = true;
mJumpState = JumpState_Falling;
float z = cls.getJump(mPtr);
if(vec.x == 0 && vec.y == 0)
vec = Ogre::Vector3(0.0f, 0.0f, z);