void CCharacterController::CharacterMovement(btCollisionWorld* pCollisionWorld, btScalar deltaTime)
{
	// Grab the new player transform before doing movement steps in case the player has been moved,
	// such as by a platform or teleported. No need to do a physics trace for it, the penetration
	// functions should handle that.
	btTransform mCharacter;
	CPhysicsEntity* pPhysicsEntity = static_cast<CBulletPhysics*>(GamePhysics())->GetPhysicsEntity(m_hEntity);
	pPhysicsEntity->m_oMotionState.getWorldTransform(mCharacter);

#ifdef _DEBUG
	Matrix4x4 mTest;
	mCharacter.getOpenGLMatrix(mTest);
	TAssert(mTest.GetForwardVector().Cross(mTest.GetLeftVector()).Equals(mTest.GetUpVector(), 0.001f));

	TAssert(mTest.GetUpVector().Equals(m_hEntity->GetUpVector(), 0.001f));
#endif

	m_pGhostObject->setWorldTransform(mCharacter);

	PreStep(pCollisionWorld);

	if (m_hEntity->IsFlying())
		PlayerFly(pCollisionWorld, deltaTime);
	else if (!m_hEntity->GetGroundEntity())
		PlayerFall(pCollisionWorld, deltaTime);
	else
		PlayerWalk(pCollisionWorld, deltaTime);

	FindGround(pCollisionWorld);

	btVector3 vecOrigin = m_pGhostObject->getWorldTransform().getOrigin();

	TAssert(vecOrigin.x() < 999999);
	TAssert(vecOrigin.x() > -999999);
	TAssert(vecOrigin.y() < 999999);
	TAssert(vecOrigin.y() > -999999);
	TAssert(vecOrigin.z() < 999999);
	TAssert(vecOrigin.z() > -999999);

	if ((mCharacter.getOrigin() - vecOrigin).length2() > 0.0001f)
		pPhysicsEntity->m_oMotionState.setWorldTransform(m_pGhostObject->getWorldTransform());
}