Use some GetMatrix/SetMatrix logic based on SA + CutsceneHead fix
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@@ -442,7 +442,7 @@ CPhysical::ApplyMoveForce(float jx, float jy, float jz)
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void
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CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
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{
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CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
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CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
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CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
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m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass);
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}
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@@ -456,7 +456,7 @@ CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
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void
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CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
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{
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CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
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CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
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CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
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m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
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}
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@@ -853,7 +853,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
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moveSpeed += vImpulse * (1.0f/m_fMass);
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// ApplyTurnForce
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CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
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CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
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CVector turnimpulse = CrossProduct(pointpos-com, vImpulse);
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turnSpeed += turnimpulse*(1.0f/m_fTurnMass);
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