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SetPosition, final part
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131e8af174
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20 changed files with 129 additions and 143 deletions
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@ -317,7 +317,7 @@ CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phy
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CWorld::Remove(phys);
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phys->GetMatrix() = other->GetMatrix();
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phys->GetPosition() = pos;
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phys->SetPosition(pos);
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phys->m_vecMoveSpeed = other->m_vecMoveSpeed;
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phys->GetMatrix().UpdateRW();
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phys->UpdateRwFrame();
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@ -412,7 +412,7 @@ CPhysical::GetSpeed(const CVector &r)
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void
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CPhysical::ApplyMoveSpeed(void)
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{
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GetPosition() += m_vecMoveSpeed * CTimer::GetTimeStep();
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GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
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}
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void
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@ -1167,7 +1167,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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float f = Min(Abs(dir.z), 0.9f);
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dir.z = 0.0f;
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dir.Normalise();
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B->GetPosition() += dir * colpoints[mostColliding].depth / (1.0f - f);
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B->GetMatrix().Translate(dir * colpoints[mostColliding].depth / (1.0f - f));
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// BUG? how can that ever happen? A is a Ped
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if(B->IsVehicle())
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B->ProcessEntityCollision(A, colpoints);
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@ -1184,7 +1184,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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if(!doShift)
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return false;
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GetPosition() += shift;
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GetMatrix().Translate(shift);
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if(boat)
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ProcessEntityCollision(boat, colpoints);
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return true;
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