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Timestamp:
Jul 3, 2006, 5:44:03 PM (18 years ago)
Author:
bottac
Message:

<

File:
1 edited

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  • branches/single_player_map/src/lib/collision_reaction/cr_physics_ground_walk.cc

    r9050 r9054  
    102102          Vector dirX = entity->getAbsDirX(); dirX.y = 0.0f; dirX.normalize();
    103103          Vector backoff = dirX * front;
    104           entity->shiftCoor(backoff);
     104         
     105          entity->setAbsCoor(entity->getLastAbsCoor());
     106         // entity->shiftCoor(backoff);
    105107        }
    106108        // object is already in the wall
    107109        else if( ce->isInWall())
    108110        {
    109 //           entity->setAbsCoor(entity->getLastAbsCoor());
     111              entity->setAbsCoor(entity->getLastAbsCoor());
    110112        }
    111113        break;
     
    146148        if( side <= 0.0f )
    147149        {
    148        
    149           Vector dirZ = entity->getAbsDirZ(); dirZ.y = 0.0f; dirZ.normalize();
    150           Vector backoff = dirZ * side;
    151 //          entity->shiftCoor(backoff);
     150          entity->setAbsCoor(entity->getAbsCoor());
     151          //Vector dirZ = entity->getAbsDirZ(); dirZ.y = 0.0f; dirZ.normalize();
     152          //Vector backoff = dirZ * side;
     153          //entity->shiftCoor(backoff);
    152154        }
    153155        // object is already in the wall
    154156        else if( ce->isInWall())
    155157        {
    156 //           entity->setAbsCoor(entity->getLastAbsCoor());
     158          entity->setAbsCoor(entity->getLastAbsCoor());
    157159        }
    158160        break;
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