Player air check function
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@ -129,7 +129,7 @@ void Player::BeginFrame()
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}
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// Dampen velocity if certain keys are not pressed
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if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
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if(key_jump <= 0.001 && IsWalking())
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{
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if(key_forward <= 0.001 && key_backward <= 0.001)
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{
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@ -147,7 +147,7 @@ void Player::BeginFrame()
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walkDirection.Normalize();
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// If on the ground, accelerate normally
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if(this->rigidBody->GetLambda() < 0.9f)
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if(IsWalking())
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{
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if(forwardSpeed < maxSpeed)
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{
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@ -159,7 +159,7 @@ void Player::BeginFrame()
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}
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}
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// If in the air, accelerate slower
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if(this->rigidBody->GetLambda() >= 0.9f)
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if(IsJumping())
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{
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if(forwardSpeed < maxSpeed)
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{
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@ -183,15 +183,13 @@ void Player::BeginFrame()
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if(key_jump > 0.001)
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{
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this->key_jump -= this->gameInstance->GetFrameTime();
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if(this->rigidBody->GetLambda() < 0.9f)
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if(IsWalking())
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{
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Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
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this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
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}
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}
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//this->weapon->Update(0.01f);
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@ -278,15 +276,15 @@ void Player::Jump()
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bool Player::IsWalking()
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{
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return (this->playerState == PLAYER_STATE::PLAYER_STATE_WALKING);
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return (this->rigidBody->GetLambda() < 0.99f);
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}
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bool Player::IsJumping()
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{
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return (this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING);
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return (this->rigidBody->GetLambda() < 1.0f);
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}
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bool Player::IsIdle()
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{
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return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
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return (this->rigidBody->GetLambda() < 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.0001f);
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}
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void Player::Inactivate()
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