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Merged in "Fix Landing Behaviors" (http://foundry.openuru.org/fisheye/cru/CWE-10)
Fix Landing Behaviors How to Verify: The avatar should now land on the ground from jumps as in PotS. Therefore, standing jumps produce a full landing, downhill jumps produce a blended landing based on how far down the avatar fell, and uphill jumps produce no landing.
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@ -133,8 +133,12 @@ void plWalkingController::RecalcVelocity(double timeNow, double timePrev, hsBool
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if (fController && !fWalkingStrategy->IsOnGround())
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{
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// PhysX Hack
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// LinearVelocity is always (0,0,0) outside the PhysController
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fImpactTime = fWalkingStrategy->GetAirTime();
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fImpactVelocity = fController->GetLinearVelocity();
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fImpactVelocity = fController->GetAchievedLinearVelocity();
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// convert orientation from subworld to avatar-local coordinates
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fImpactVelocity = (hsVector3)fController->GetLocalRotation().Rotate(&fImpactVelocity);
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fClearImpact = false;
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}
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else
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@ -147,6 +147,7 @@ public:
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virtual void CheckAndHandleAnyStateChanges();
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virtual void UpdateSubstepNonPhysical();
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virtual const hsPoint3& GetLocalPosition()=0;
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const hsQuat& GetLocalRotation() { return fLocalRotation; }
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virtual void MoveActorToSim();
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virtual void OverrideAchievedVelocity(hsVector3 newAchievedVel)
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