diff --git a/Code/Game/GameClient/GameClient.vcxproj.user b/Code/Game/GameClient/GameClient.vcxproj.user index 2e28d6f7..4b847ee6 100644 --- a/Code/Game/GameClient/GameClient.vcxproj.user +++ b/Code/Game/GameClient/GameClient.vcxproj.user @@ -1,7 +1,7 @@  - true + false $(OutDir) diff --git a/Code/Game/GameClient/GameClientState/GamingUI.cpp b/Code/Game/GameClient/GameClientState/GamingUI.cpp index 3db2ade1..20c409ee 100644 --- a/Code/Game/GameClient/GameClientState/GamingUI.cpp +++ b/Code/Game/GameClient/GameClientState/GamingUI.cpp @@ -211,7 +211,6 @@ void GamingUI::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, In //send delta mouse movement { this->camera->PitchDown( (-coordinate.y) * this->sharedData->mouseSensitivity ); - //this->camera->YawLeft( (-coordinate.x) * this->sharedData->mouseSensitivity ); //if( deltaPos.x != 0.0f ) //This made the camera reset to a specific rotation. Why? { this->sharedData->network->Send( Protocol_PlayerLeftTurn((coordinate.x) * this->sharedData->mouseSensitivity, this->camera->GetLook()) ); diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index 090656d7..2364acdb 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -83,9 +83,10 @@ void Player::BeginFrame() // Rotate player accordingly this->rigidBody->AddRotationAroundY(this->rotationUp); this->rigidBody->SetUp( this->rigidBody->GetState().centerPos.GetNormalized() ); + this->rotationUp = 0.0f; // Direction data - Oyster::Math::Float4x4 orientation; + Float4x4 orientation; orientation = this->rigidBody->GetState().GetOrientation(); Float3 &forwardDir = orientation.v[2].xyz; diff --git a/Code/Game/GameLogic/Player.h b/Code/Game/GameLogic/Player.h index 2f029ae4..29ab1016 100644 --- a/Code/Game/GameLogic/Player.h +++ b/Code/Game/GameLogic/Player.h @@ -10,7 +10,7 @@ #include "DynamicArray.h" const float MAX_HP = 100.0f; -const float BASIC_SPEED = 10.0f; +const float BASIC_SPEED = 20.0f; namespace GameLogic {