Fix water walking

deque
scrawl 11 years ago
parent 8df0effcf5
commit 64a4c2785e

@ -743,7 +743,8 @@ namespace MWWorld
// TODO: this seems to have a slight performance impact
if (waterCollision)
mEngine->mDynamicsWorld->addCollisionObject(&object);
mEngine->mDynamicsWorld->addCollisionObject(&object,
0xff, OEngine::Physic::CollisionType_Actor);
// 100 points of slowfall reduce gravity by 90% (this is just a guess)
float slowFall = 1-std::min(std::max(0.f, (effects.get(ESM::MagicEffect::SlowFall).mMagnitude / 100.f) * 0.9f), 0.9f);

@ -82,10 +82,7 @@ namespace Physic
bool mPlaceable;
};
/**
* A physic actor uses a rigid body based on box shapes.
* Pmove is used to move the physic actor around the dynamic world.
*/
class PhysicActor
{
public:

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