diff --git a/strafe-client/src/physics.rs b/strafe-client/src/physics.rs index 155c2ab..8a49355 100644 --- a/strafe-client/src/physics.rs +++ b/strafe-client/src/physics.rs @@ -1560,6 +1560,21 @@ fn collision_start_contact( } }, } + match &attr.general.trajectory{ + Some(trajectory)=>{ + match trajectory{ + gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(), + gameplay_attributes::SetTrajectory::Height(_)=>todo!(), + gameplay_attributes::SetTrajectory::TargetPointTime{..}=>todo!(), + gameplay_attributes::SetTrajectory::TargetPointSpeed{..}=>todo!(), + &gameplay_attributes::SetTrajectory::Velocity(velocity)=>{ + move_state.cull_velocity(velocity,body,touching,models,hitbox_mesh,style,camera,input_state); + }, + gameplay_attributes::SetTrajectory::DotVelocity{..}=>todo!(), + } + }, + None=>(), + } //I love making functions with 10 arguments to dodge the borrow checker if allow_run_teleport_behaviour{ 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); @@ -1587,21 +1602,6 @@ fn collision_start_contact( } } } - match &attr.general.trajectory{ - Some(trajectory)=>{ - match trajectory{ - gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(), - gameplay_attributes::SetTrajectory::Height(_)=>todo!(), - gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(), - gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(), - &gameplay_attributes::SetTrajectory::Velocity(velocity)=>{ - move_state.cull_velocity(velocity,body,touching,models,hitbox_mesh,style,camera,input_state); - }, - gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(), - } - }, - None=>(), - } //doing enum to set the acceleration when surfing //doing input_and_body to refresh the walk state if you hit a wall while accelerating move_state.apply_enum_and_input_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);