- Timestamp:
- Jul 4, 2006, 2:23:01 PM (18 years ago)
- Location:
- branches/presentation/src
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/presentation/src/lib/collision_reaction/cr_engine.h
r8190 r9126 30 30 CR_PHYSICS_MOMENTUM = 0, //!< physical reaction: conservervation of momentum 31 31 CR_PHYSICS_STEP_BACK, //!< physical reaction: just go to the last position without collisions 32 CR_PHYSICS_GROUND ,//!< physical reaction: stand on the ground, no movement: simulating simple normal force away from the gravity force33 CR_PHYSICS_ GROUND_WALK,//!< physical reaction: walking on the ground (inkl. hills etc)32 CR_PHYSICS_GROUND_WALK, //!< physical reaction: stand on the ground, no movement: simulating simple normal force away from the gravity force 33 CR_PHYSICS_FULL_WALK, //!< physical reaction: walking on the ground (inkl. hills etc) 34 34 CR_PHYSICS_DAMAGE, //!< physical reaction: daling damage according to the object energy and their structural stability 35 35 -
branches/presentation/src/world_entities/creatures/fps_player.cc
r9123 r9126 150 150 registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) ); 151 151 registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) ); 152 153 //subscribe to collision reaction 154 this->subscribeReaction(CREngine::CR_PHYSICS_FULL_WALK, CL_BSP_ENTITY); 152 155 } 153 156 -
branches/presentation/src/world_entities/playable.cc
r9110 r9126 67 67 this->bDead = false; 68 68 69 //subscribe to collision reaction70 this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY);71 69 72 70 registerVar( new SynchronizeableInt( &score, &score, "score" ) );
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