only walk if grounded
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0632e322cf
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fd38502e07
@ -400,7 +400,7 @@ impl PhysicsState {
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fn next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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//check if you have a valid walk state and create an instruction
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if self.walk.body_hash==self.body.hash(){
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if self.grounded&&self.walk.body_hash==self.body.hash(){
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Some(TimedInstruction{
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time:self.walk.target_time,
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instruction:PhysicsInstruction::ReachWalkTargetVelocity
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@ -754,6 +754,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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}
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PhysicsInstruction::SetWalkTargetVelocity(v) => {
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//calculate acceleration yada yada
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if self.grounded{
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let target_diff=v-self.body.velocity;
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if target_diff==glam::Vec3::ZERO{
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self.body.acceleration=glam::Vec3::ZERO;
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@ -765,6 +766,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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self.walk.target_time=self.body.time+((time_delta as f64)*1_000_000_000f64) as TIME;
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self.walk.body_hash=self.body.hash();//hash check to see if walk target is valid
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}
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}
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},
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}
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}
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