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Fix AABB-point collision issue
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@@ -385,7 +385,7 @@ void CGroundMovement::MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor&
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CGameCollision::BuildAreaCollisionCache(mgr, cache);
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CGameCollision::BuildAreaCollisionCache(mgr, cache);
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CPlayer& player = static_cast<CPlayer&>(actor);
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CPlayer& player = static_cast<CPlayer&>(actor);
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player.x9c5_28_slidingOnWall = false;
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player.x9c5_28_slidingOnWall = false;
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bool startingJump = player.x258_movementState == CPlayer::EPlayerMovementState::ApplyJump;
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bool applyJump = player.x258_movementState == CPlayer::EPlayerMovementState::ApplyJump;
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bool dampUnderwater = false;
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bool dampUnderwater = false;
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if (player.x9c4_31_dampUnderwaterMotion)
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if (player.x9c4_31_dampUnderwaterMotion)
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if (!mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::GravitySuit))
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if (!mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::GravitySuit))
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@@ -401,7 +401,7 @@ void CGroundMovement::MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor&
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CMaterialList material(EMaterialTypes::NoStepLogic);
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CMaterialList material(EMaterialTypes::NoStepLogic);
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SMoveObjectResult result;
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SMoveObjectResult result;
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if (!startingJump)
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if (!applyJump)
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{
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{
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SMovementOptions opts;
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SMovementOptions opts;
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opts.x0_setWaterLandingForce = false;
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opts.x0_setWaterLandingForce = false;
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2
specter
2
specter
Submodule specter updated: 7ff2405671...8d29c1449c
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