Use some GetMatrix/SetMatrix logic based on SA
# Conflicts: # src/control/Pickups.cpp # src/control/RoadBlocks.cpp # src/core/World.cpp # src/entities/Entity.cpp # src/objects/CutsceneHead.cpp # src/objects/Object.cpp
This commit is contained in:
@@ -462,7 +462,7 @@ CPhysical::ApplyMoveForce(float jx, float jy, float jz)
|
||||
void
|
||||
CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
|
||||
{
|
||||
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
|
||||
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
|
||||
CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
|
||||
m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass);
|
||||
}
|
||||
@@ -477,7 +477,7 @@ CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
|
||||
void
|
||||
CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
|
||||
{
|
||||
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
|
||||
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
|
||||
CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
|
||||
m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
|
||||
}
|
||||
@@ -1023,7 +1023,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
|
||||
moveSpeed += vImpulse * (1.0f/m_fMass);
|
||||
|
||||
// ApplyTurnForce
|
||||
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
|
||||
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
|
||||
CVector turnimpulse = CrossProduct(pointpos-com, vImpulse);
|
||||
turnSpeed += turnimpulse*(1.0f/m_fTurnMass);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user