diff --git a/Code/Game/GameClient/GameClientState/MainState.cpp b/Code/Game/GameClient/GameClientState/MainState.cpp index f34b9ad6..5b96b385 100644 --- a/Code/Game/GameClient/GameClientState/MainState.cpp +++ b/Code/Game/GameClient/GameClientState/MainState.cpp @@ -79,9 +79,10 @@ GameClientState::ClientState MainState::Update( float deltaTime ) { bool test = this->privData->input->IsMousePressed(); if(test) - { + { // HACK: debug trap still in use? int i = 0; }; + this->privData->input->GetMousePos( mouseState.x, mouseState.y ); mouseState.mouseButtonPressed = this->privData->input->IsMousePressed(); } diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 9febbe47..c9938dbd 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -300,6 +300,7 @@ bool Level::InitiateLevel(std::wstring levelPath) Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic); if (dynamicGameObj != NULL) { + dynamicGameObj->GetRigidBody()->SetSubscription(Level::PhysicsOnMoveLevel); this->dynamicObjects.Push((DynamicObject*)dynamicGameObj); } } diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index 77953d43..848c528a 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -127,7 +127,7 @@ void Player::BeginFrame() } - if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 ) //&& this->rigidBody->GetLambda() < 0.7f) + if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f) { /* Dampen when on the ground and not being moved by the player */ linearVelocity *= 0.2f;