Fix AABB-point collision issue

This commit is contained in:
Jack Andersen 2018-10-18 09:44:43 -10:00
parent 93ff138ba9
commit 290c79b57e
2 changed files with 3 additions and 3 deletions

View File

@ -385,7 +385,7 @@ void CGroundMovement::MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor&
CGameCollision::BuildAreaCollisionCache(mgr, cache); CGameCollision::BuildAreaCollisionCache(mgr, cache);
CPlayer& player = static_cast<CPlayer&>(actor); CPlayer& player = static_cast<CPlayer&>(actor);
player.x9c5_28_slidingOnWall = false; player.x9c5_28_slidingOnWall = false;
bool startingJump = player.x258_movementState == CPlayer::EPlayerMovementState::ApplyJump; bool applyJump = player.x258_movementState == CPlayer::EPlayerMovementState::ApplyJump;
bool dampUnderwater = false; bool dampUnderwater = false;
if (player.x9c4_31_dampUnderwaterMotion) if (player.x9c4_31_dampUnderwaterMotion)
if (!mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::GravitySuit)) if (!mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::GravitySuit))
@ -401,7 +401,7 @@ void CGroundMovement::MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor&
CMaterialList material(EMaterialTypes::NoStepLogic); CMaterialList material(EMaterialTypes::NoStepLogic);
SMoveObjectResult result; SMoveObjectResult result;
if (!startingJump) if (!applyJump)
{ {
SMovementOptions opts; SMovementOptions opts;
opts.x0_setWaterLandingForce = false; opts.x0_setWaterLandingForce = false;

@ -1 +1 @@
Subproject commit 7ff240567107e87d46b6ce1b00cb73f6c249b08d Subproject commit 8d29c1449c4e661449c6b666c2fe17ce35dff023