diff --git a/apps/openmw/mwworld/physicssystem.cpp b/apps/openmw/mwworld/physicssystem.cpp index 8aca591e8e..ad4300b1f5 100644 --- a/apps/openmw/mwworld/physicssystem.cpp +++ b/apps/openmw/mwworld/physicssystem.cpp @@ -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); diff --git a/libs/openengine/bullet/physic.hpp b/libs/openengine/bullet/physic.hpp index f24ef93d0e..deef214431 100644 --- a/libs/openengine/bullet/physic.hpp +++ b/libs/openengine/bullet/physic.hpp @@ -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: