diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.cpp b/Code/Game/GameLogic/AttatchmentMassDriver.cpp index bb7a30f8..3f74bc1b 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.cpp +++ b/Code/Game/GameLogic/AttatchmentMassDriver.cpp @@ -60,17 +60,18 @@ void AttatchmentMassDriver::Update(float dt) //update position of heldObject if there is an object being held if(hasObject) { - Oyster::Physics::ICustomBody::State state; - state = heldObject->GetState(); + //Oyster::Physics::ICustomBody::State state; + //state = heldObject->GetState(); Oyster::Math::Float3 ownerPos = owner->GetPosition(); Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState(); Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2]; up *= -0.3; - Oyster::Math::Float3 pos = ownerPos + up + (owner->GetLookDir().GetNormalized()*10); + Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5); - state.centerPos = pos; + //state.centerPos = pos; + heldObject->SetPosition(pos); - heldObject->SetState(state); + //heldObject->SetState(state); } } @@ -86,10 +87,8 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float if(hasObject) { Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject); - pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (700); - Oyster::Physics::ICustomBody::State state = heldObject->GetState(); - //state.ApplyLinearImpulse((Oyster::Math::Float3)pushForce); - heldObject->SetState(state); + pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100); + heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce); hasObject = false; heldObject = NULL; diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index c4cea1b4..e39de067 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -40,10 +40,6 @@ using namespace GameLogic; PlayerVObject(*player,*realObj, kineticEnergyLoss); //player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING; break; - case OBJECT_TYPE::OBJECT_TYPE_JUMPPAD: - int i = 0; - // JUMP - break; } //return Physics::ICustomBody::SubscriptMessage_none; @@ -144,7 +140,7 @@ using namespace GameLogic; { case OBJECT_TYPE::OBJECT_TYPE_BOX: //move obj to limbo in physics to make sure it wont collide with anything - Oyster::Physics::API::Instance().MoveToLimbo(obj); +// Oyster::Physics::API::Instance().MoveToLimbo(obj); weapon->heldObject = obj; //weapon now holds the object weapon->hasObject = true;