diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2013-01-30 09:55:17 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2013-01-30 09:55:17 +0400 |
commit | 9191b783bb2bc1a2d4be2b2cd215735e68353a56 (patch) | |
tree | 8440c8b155a69580b358ded134bad49e27bb8eba /source/gameengine/Converter/KX_ConvertActuators.cpp | |
parent | 26ee2a1f79c3513ca9eaeb6a3a8d855c37088468 (diff) |
BGE: Some various changes to make moving the character physics type easier:
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
* Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
* Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.
Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 695bf0c4dc8..05da38dd1af 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -180,7 +180,10 @@ void BL_ConvertActuators(const char* maggiename, bitLocalFlag.LinearVelocity = bool((obact->flag & ACT_LIN_VEL_LOCAL)!=0); bitLocalFlag.AngularVelocity = bool((obact->flag & ACT_ANG_VEL_LOCAL)!=0); bitLocalFlag.ServoControl = bool(obact->type == ACT_OBJECT_SERVO); + bitLocalFlag.CharacterMotion = bool(obact->type == ACT_OBJECT_CHARACTER); + bitLocalFlag.CharacterJump = bool((obact->flag & ACT_CHAR_JUMP)!=0); bitLocalFlag.AddOrSetLinV = bool((obact->flag & ACT_ADD_LIN_VEL)!=0); + bitLocalFlag.AddOrSetCharLoc = bool((obact->flag & ACT_ADD_CHAR_LOC)!=0); if (obact->reference && bitLocalFlag.ServoControl) { obref = converter->FindGameObject(obact->reference); |