forked from teamnwah/openmw-tes3coop
		
	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:
		
							parent
							
								
									ac3d3df9fc
								
							
						
					
					
						commit
						2ec39f3622
					
				
					 1 changed files with 0 additions and 3 deletions
				
			
		| 
						 | 
				
			
			@ -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);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in a new issue