[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [54400] trunk/blender/source/gameengine/ Physics/Bullet/CcdPhysicsController.cpp: BGE: Fix to make KX_CharacterWrapper.jumpCount work a bit smoother.

Mitchell Stokes mogurijin at gmail.com
Sat Feb 9 07:32:18 CET 2013


Revision: 54400
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=54400
Author:   moguri
Date:     2013-02-09 06:32:17 +0000 (Sat, 09 Feb 2013)
Log Message:
-----------
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).

Modified Paths:
--------------
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp

Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp	2013-02-09 00:23:59 UTC (rev 54399)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp	2013-02-09 06:32:17 UTC (rev 54400)
@@ -78,6 +78,9 @@
 
 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 @@
 
 void BlenderBulletCharacterController::jump()
 {
-	if (onGround())
-		m_jumps = 0;
-
 	if (!canJump())
 		return;
 		




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