From 9191b783bb2bc1a2d4be2b2cd215735e68353a56 Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Wed, 30 Jan 2013 05:55:17 +0000 Subject: 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. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 --- source/gameengine/Ketsji/KX_ObjectActuator.h | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'source/gameengine/Ketsji/KX_ObjectActuator.h') diff --git a/source/gameengine/Ketsji/KX_ObjectActuator.h b/source/gameengine/Ketsji/KX_ObjectActuator.h index b0efee550af..1f2453e3700 100644 --- a/source/gameengine/Ketsji/KX_ObjectActuator.h +++ b/source/gameengine/Ketsji/KX_ObjectActuator.h @@ -54,7 +54,12 @@ struct KX_LocalFlags { LinearVelocity(false), AngularVelocity(false), AddOrSetLinV(false), + AddOrSetCharLoc(false), + ServoControl(false), + CharacterMotion(false), + CharacterJump(false), ZeroForce(false), + ZeroTorque(false), ZeroDRot(false), ZeroDLoc(false), ZeroLinearVelocity(false), @@ -69,7 +74,10 @@ struct KX_LocalFlags { bool LinearVelocity; bool AngularVelocity; bool AddOrSetLinV; + bool AddOrSetCharLoc; bool ServoControl; + bool CharacterMotion; + bool CharacterJump; bool ZeroForce; bool ZeroTorque; bool ZeroDRot; -- cgit v1.2.3