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This turns off the door clickable while the door is animating. This should prevent the game state from changing due to unexpected user input during transitions. - [plResponderModifier] cRespBSDoorOps Disabled the door clickable when the door begins to open and re-enable it when the door fully closes. This is done in the responder itself instead of the code so that the clickable and visual states match exactly. Previously, the EderTsogal door sent an enable/disable to the clickable LogicModifier while the EderDelin door did nothing to try to prevent spurious clicks. The enable/disable of the logic modifier was maintained by routing the EnableMsg to the SceneObject with an instruction to enable/disable the physical and route the message to all modifiers.pull/219/head
Adam Johnson
2 years ago
2 changed files with 4 additions and 4 deletions
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