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	Fix vec.z being applied while not in the air
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					 1 changed files with 11 additions and 7 deletions
				
			
		|  | @ -268,7 +268,9 @@ void CharacterController::update(float duration, Movement &movement) | |||
| 
 | ||||
|         /* FIXME: The state should be set to Jump, and X/Y movement should be disallowed except
 | ||||
|          * for the initial thrust (which would be carried by "physics" until landing). */ | ||||
|         if(onground && vec.z > 0.0f) | ||||
|         if(!onground) | ||||
|             vec.z = 0.0f; | ||||
|         else if(vec.z > 0.0f) | ||||
|         { | ||||
|             float z = cls.getJump(mPtr); | ||||
| 
 | ||||
|  | @ -331,12 +333,14 @@ void CharacterController::update(float duration, Movement &movement) | |||
|         else if(getState() != CharState_SpecialIdle) | ||||
|             setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle))); | ||||
| 
 | ||||
|         movement.mPosition[0] += vec.x * duration; | ||||
|         movement.mPosition[1] += vec.y * duration; | ||||
|         movement.mPosition[2] += vec.z * duration; | ||||
|         movement.mRotation[0] += rot.x * duration; | ||||
|         movement.mRotation[1] += rot.y * duration; | ||||
|         movement.mRotation[2] += rot.z * duration; | ||||
|         vec *= duration; | ||||
|         movement.mPosition[0] += vec.x; | ||||
|         movement.mPosition[1] += vec.y; | ||||
|         movement.mPosition[2] += vec.z; | ||||
|         rot *= duration; | ||||
|         movement.mRotation[0] += rot.x; | ||||
|         movement.mRotation[1] += rot.y; | ||||
|         movement.mRotation[2] += rot.z; | ||||
| 
 | ||||
|         if(mPtr.getTypeName() == typeid(ESM::NPC).name()) | ||||
|         { | ||||
|  |  | |||
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