[Client] Get movement settings for NPCs before they are reset

0.6.1
David Cernat 8 years ago
parent 7700b82952
commit cbd2af972d

@ -1960,7 +1960,28 @@ void CharacterController::update(float duration)
world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f));
movement = vec;
/*
Start of tes3mp addition
Character movement setting positions get reset here, so we have to assign them to a
relevant LocalActor now
*/
if (isLocalActor)
{
localActor->direction.pos[0] = cls.getMovementSettings(mPtr).mPosition[0];
localActor->direction.pos[1] = cls.getMovementSettings(mPtr).mPosition[1];
localActor->direction.pos[2] = cls.getMovementSettings(mPtr).mPosition[2];
localActor->direction.rot[0] = cls.getMovementSettings(mPtr).mRotation[0];
localActor->direction.rot[1] = cls.getMovementSettings(mPtr).mRotation[1];
localActor->direction.rot[2] = cls.getMovementSettings(mPtr).mRotation[2];
}
/*
End of tes3mp addition
*/
cls.getMovementSettings(mPtr).mPosition[0] = cls.getMovementSettings(mPtr).mPosition[1] = 0;
// Can't reset jump state (mPosition[2]) here; we don't know for sure whether the PhysicSystem will actually handle it in this frame
// due to the fixed minimum timestep used for the physics update. It will be reset in PhysicSystem::move once the jump is handled.
@ -2011,27 +2032,6 @@ void CharacterController::update(float duration)
if (mFloatToSurface && cls.isActor() && cls.getCreatureStats(mPtr).isDead() && cls.canSwim(mPtr))
moved.z() = 1.0;
/*
Start of tes3mp addition
Save or load movement velocity based on whether this is a local or dedicated actor
*/
if (isLocalActor)
{
localActor->hasMovement = true;
localActor->movement.x = moved.x();
localActor->movement.y = moved.y();
localActor->movement.z = moved.z();
}
else if (isDedicatedActor)
{
if (dedicatedActor->hasMovement)
moved = osg::Vec3f(dedicatedActor->movement.x, dedicatedActor->movement.y, dedicatedActor->movement.z);
}
/*
End of tes3mp addition
*/
// Update movement
if(mMovementAnimationControlled && mPtr.getClass().isActor())
world->queueMovement(mPtr, moved);

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