コード例 #1
0
ファイル: PlayerStateJump.cpp プロジェクト: aronarts/FireNET
bool CPlayerStateJump::OnPrePhysicsUpdate( CPlayer& player, const bool isHeavyWeapon, const SActorFrameMovementParams &movement, float frameTime )
{
	if( !m_firstPrePhysicsUpdate )
	{
		// if actor just got linked to a vehicle, abort jump/fall
		if (player.GetLinkedVehicle())
		{
			SetJumpState(player, JState_None);

			if(player.m_stats.fallSpeed)
			{
				player.m_stats.fallSpeed = 0.f;
			}
		}

		switch( m_jumpState	)
		{
		case JState_Jump:
			UpdateJumping( player, isHeavyWeapon, movement, frameTime );
			break;
		case JState_Falling:
			UpdateFalling( player, isHeavyWeapon, movement, frameTime );
			break;
		}
	}

	m_firstPrePhysicsUpdate = false;

	NETINPUT_TRACE(player.GetEntityId(), (m_jumpState == JState_Jump) );

	return( m_jumpState == JState_None );
}
コード例 #2
0
void Breakable::Update()
{
    LTFLOAT fTime = g_pLTServer->GetTime();

    g_pLTServer->SetNextUpdate(m_hObject, 0.001f);

	// See if it is time to stop the breaking...

	if (!m_BreakTimer.Stopped())
	{
		// Update the breaking...

		UpdateBreaking();
	}
	else if (!m_bFalling)
	{
		m_bFalling = StopBreak();
	}

	if (m_bFalling)
	{
		UpdateFalling();
	}
}