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authorMitchell Stokes <mogurijin@gmail.com>2013-02-09 10:32:17 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-02-09 10:32:17 +0400
commit8eabdad3aa7a135e9817e1860dad94e6c86974cf (patch)
tree8caabe2a5279049ae898fff847d090d198e331e2 /source/gameengine
parente3488af838e6c43e5e3d9635d7604ab04f5a9b27 (diff)
BGE: Fix to make KX_CharacterWrapper.jumpCount work a bit smoother. Previously jumpCount was only getting reset to 0 if the character was on the ground while jump() was being called. This works alright internally for double jumping, but it made things awkward if a user wanted to check jumpCount before calling jump() (i.e., before jumpCount was updated).
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 01c56b43f4f..0de21e33eff 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -78,6 +78,9 @@ BlenderBulletCharacterController::BlenderBulletCharacterController(btMotionState
void BlenderBulletCharacterController::updateAction(btCollisionWorld *collisionWorld, btScalar dt)
{
+ if (onGround())
+ m_jumps = 0;
+
btKinematicCharacterController::updateAction(collisionWorld,dt);
m_motionState->setWorldTransform(getGhostObject()->getWorldTransform());
}
@@ -104,9 +107,6 @@ bool BlenderBulletCharacterController::canJump() const
void BlenderBulletCharacterController::jump()
{
- if (onGround())
- m_jumps = 0;
-
if (!canJump())
return;