diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.cpp b/Code/Game/GameLogic/AttatchmentMassDriver.cpp index 837393db..d5de9baa 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.cpp +++ b/Code/Game/GameLogic/AttatchmentMassDriver.cpp @@ -80,6 +80,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float Oyster::Physics::ICustomBody::State state = heldObject->GetState(); state.ApplyLinearImpulse((Oyster::Math::Float3)pushForce); heldObject->SetState(state); + Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject); hasObject = false; heldObject = NULL; return; diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index afb94035..d1e9a324 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -119,8 +119,8 @@ using namespace GameLogic; switch(realObj->GetObjectType()) { case OBJECT_TYPE::OBJECT_TYPE_BOX: - obj->SetGravity(true); //will now ignore gravity, dont mind the naming //move obj to limbo in physics to make sure it wont collide with anything + Oyster::Physics::API::Instance().MoveToLimbo(obj); weapon->heldObject = obj; //weapon now holds the object weapon->hasObject = true;