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More PhysX region tweaks
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@ -449,7 +449,7 @@ void plPXPhysicalControllerCore::MoveKinematicToController(hsPoint3& pos)
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newPos.x = (NxReal)pos.fX;
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newPos.x = (NxReal)pos.fX;
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newPos.y = (NxReal)pos.fY;
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newPos.y = (NxReal)pos.fY;
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newPos.z = (NxReal)pos.fZ+kPhysZOffset;
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newPos.z = (NxReal)pos.fZ+kPhysZOffset;
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if ((fEnabled || fKinematic) && fBehavingLikeAnimatedPhys)
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if (fBehavingLikeAnimatedPhys)
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{
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{
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if (plSimulationMgr::fExtraProfile)
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if (plSimulationMgr::fExtraProfile)
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SimLog("Moving kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
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SimLog("Moving kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
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@ -491,7 +491,7 @@ void plPXPhysicalControllerCore::ISetKinematicLoc(const hsMatrix44& l2w)
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// add z offset
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// add z offset
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kPos.fZ += kPhysZOffset;
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kPos.fZ += kPhysZOffset;
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// Update the physical position of kinematic
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// Update the physical position of kinematic
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if (fEnabled || fBehavingLikeAnimatedPhys)
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if (fBehavingLikeAnimatedPhys)
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fKinematicActor->moveGlobalPosition(plPXConvert::Point(kPos));
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fKinematicActor->moveGlobalPosition(plPXConvert::Point(kPos));
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else
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else
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fKinematicActor->setGlobalPosition(plPXConvert::Point(kPos));
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fKinematicActor->setGlobalPosition(plPXConvert::Point(kPos));
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