Fix being able to move slowly when over encumbered

actorid
scrawl 11 years ago
parent dc17fa1636
commit 8bd712cc95

@ -461,15 +461,18 @@ void CharacterController::update(float duration, Movement &movement)
Ogre::Vector3 moved = mAnimation->runAnimation(duration);
// Ensure we're moving in generally the right direction
if((movement.mPosition[0] < 0.0f && movement.mPosition[0] < moved.x*2.0f) ||
(movement.mPosition[0] > 0.0f && movement.mPosition[0] > moved.x*2.0f))
moved.x = movement.mPosition[0];
if((movement.mPosition[1] < 0.0f && movement.mPosition[1] < moved.y*2.0f) ||
(movement.mPosition[1] > 0.0f && movement.mPosition[1] > moved.y*2.0f))
moved.y = movement.mPosition[1];
if((movement.mPosition[2] < 0.0f && movement.mPosition[2] < moved.z*2.0f) ||
(movement.mPosition[2] > 0.0f && movement.mPosition[2] > moved.z*2.0f))
moved.z = movement.mPosition[2];
if (speed > 0.f)
{
if((movement.mPosition[0] < 0.0f && movement.mPosition[0] < moved.x*2.0f) ||
(movement.mPosition[0] > 0.0f && movement.mPosition[0] > moved.x*2.0f))
moved.x = movement.mPosition[0];
if((movement.mPosition[1] < 0.0f && movement.mPosition[1] < moved.y*2.0f) ||
(movement.mPosition[1] > 0.0f && movement.mPosition[1] > moved.y*2.0f))
moved.y = movement.mPosition[1];
if((movement.mPosition[2] < 0.0f && movement.mPosition[2] < moved.z*2.0f) ||
(movement.mPosition[2] > 0.0f && movement.mPosition[2] > moved.z*2.0f))
moved.z = movement.mPosition[2];
}
movement.mPosition[0] = moved.x;
movement.mPosition[1] = moved.y;

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