Fix up lastAnchorToVelocity usage
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7214c7c845
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051328d597
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@ -760,8 +760,8 @@ void playerUpdate(struct Player* player) {
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targetVelocity.y = player->body.velocity.y;
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targetVelocity.y = player->body.velocity.y;
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if (!vector3IsZero(&player->lastAnchorToVelocity) && !(player->flags & PlayerFlagsGrounded) && !(player->anchoredTo)){
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if (!vector3IsZero(&player->lastAnchorToVelocity) && !(player->flags & PlayerFlagsGrounded) && !(player->anchoredTo)){
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targetVelocity.x += player->lastAnchorToVelocity.x/FIXED_DELTA_TIME;
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targetVelocity.x += player->lastAnchorToVelocity.x;
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targetVelocity.z += player->lastAnchorToVelocity.z/FIXED_DELTA_TIME;
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targetVelocity.z += player->lastAnchorToVelocity.z;
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}
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}
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float velocityDot = vector3Dot(&player->body.velocity, &targetVelocity);
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float velocityDot = vector3Dot(&player->body.velocity, &targetVelocity);
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@ -818,6 +818,7 @@ void playerUpdate(struct Player* player) {
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if (!vector3IsZero(&player->lastAnchorToPosition) && player->anchoredTo){
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if (!vector3IsZero(&player->lastAnchorToPosition) && player->anchoredTo){
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vector3Sub(&player->anchoredTo->transform.position, &player->lastAnchorToPosition, &player->lastAnchorToVelocity);
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vector3Sub(&player->anchoredTo->transform.position, &player->lastAnchorToPosition, &player->lastAnchorToVelocity);
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vector3Scale(&player->lastAnchorToVelocity, &player->lastAnchorToVelocity, 1.0f / FIXED_DELTA_TIME);
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} else if (!(player->anchoredTo) && (player->flags & PlayerFlagsGrounded)){
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} else if (!(player->anchoredTo) && (player->flags & PlayerFlagsGrounded)){
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player->lastAnchorToVelocity = gZeroVec;
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player->lastAnchorToVelocity = gZeroVec;
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}
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}
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