forked from StrafesNET/strafe-project
apply setvelocity before teleport and jump
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ee9585a4c2
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@ -1560,6 +1560,21 @@ fn collision_start_contact(
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}
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},
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}
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match &attr.general.trajectory{
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Some(trajectory)=>{
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match trajectory{
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gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(),
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gameplay_attributes::SetTrajectory::Height(_)=>todo!(),
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gameplay_attributes::SetTrajectory::TargetPointTime{..}=>todo!(),
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gameplay_attributes::SetTrajectory::TargetPointSpeed{..}=>todo!(),
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&gameplay_attributes::SetTrajectory::Velocity(velocity)=>{
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move_state.cull_velocity(velocity,body,touching,models,hitbox_mesh,style,camera,input_state);
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},
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gameplay_attributes::SetTrajectory::DotVelocity{..}=>todo!(),
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}
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},
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None=>(),
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}
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//I love making functions with 10 arguments to dodge the borrow checker
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if allow_run_teleport_behaviour{
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run_teleport_behaviour(model_id,attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time);
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@ -1587,21 +1602,6 @@ fn collision_start_contact(
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}
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}
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}
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match &attr.general.trajectory{
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Some(trajectory)=>{
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match trajectory{
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gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(),
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gameplay_attributes::SetTrajectory::Height(_)=>todo!(),
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gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(),
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gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(),
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&gameplay_attributes::SetTrajectory::Velocity(velocity)=>{
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move_state.cull_velocity(velocity,body,touching,models,hitbox_mesh,style,camera,input_state);
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},
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gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(),
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}
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},
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None=>(),
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}
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//doing enum to set the acceleration when surfing
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//doing input_and_body to refresh the walk state if you hit a wall while accelerating
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move_state.apply_enum_and_input_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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