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authorMitchell Stokes <mogurijin@gmail.com>2013-01-30 09:55:17 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-01-30 09:55:17 +0400
commit9191b783bb2bc1a2d4be2b2cd215735e68353a56 (patch)
tree8440c8b155a69580b358ded134bad49e27bb8eba /source/gameengine/Converter
parent26ee2a1f79c3513ca9eaeb6a3a8d855c37088468 (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')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp3
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);