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Fix falling animation where vec.z is set to zero.
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1 changed files with 8 additions and 7 deletions
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@ -1090,13 +1090,14 @@ void CharacterController::update(float duration)
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if (inwater || flying)
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cls.getCreatureStats(mPtr).land();
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// FIXME: The check for vec.z is a hack, but onground is not a reliable
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// indicator of whether the actor is on the ground (defaults to false, which
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// means this code block will always execute at least once for most, and
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// collisions can move z position slightly off zero). A very small value of
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// 0.1 is used here, but maybe something larger like 10 should be used.
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// Should resolve Bug#1271.
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if(!onground && !flying && !inwater && vec.z > 0.1f)
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if(!onground && !flying && !inwater
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// FIXME: The check for vec.z is a hack, but onground is not a reliable
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// indicator of whether the actor is on the ground (defaults to false, which
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// means this code block will always execute at least once for most actors,
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// and collisions can move z position slightly off zero). A very small value
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// of 0.1 is used here, but something larger like 10 may be more suitable.
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// Should resolve Bug#1271.
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&& (mJumpState == JumpState_Falling || vec.z > 0.1f))
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{
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// In the air (either getting up —ascending part of jump— or falling).
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