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The real Relto plunge fix...
Hack. PhysX is going away, so I'm not going to expend a lot of effort on making a technically correct fix.
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@ -483,7 +483,7 @@ NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
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NxCapsuleControllerDesc desc;
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desc.position.x = 0;
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desc.position.y = 0;
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desc.position.z = 0;
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desc.position.z = -10000; // No one should be building down there... (-2000 is kickable limit)
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desc.upDirection = NX_Z;
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desc.slopeLimit = kSLOPELIMIT;
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desc.skinWidth = kPhysxSkinWidth;
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@ -531,7 +531,9 @@ NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
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fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION);
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#endif
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// set the matrix to be the same as the controller's actor... that should orient it to be the same
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fKinematicActor->moveGlobalPose(actor->getGlobalPose());
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// PhysX HACK TURD: Sometimes, using the ***wrong*** function is desirable...
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// Changing this to moveGlobalPose will cause camera regions to fire before linking in.
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fKinematicActor->setGlobalPose(actor->getGlobalPose());
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// the proxy for the debug display
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//hsAssert(!fProxyGen, "Already have proxy gen, double read?");
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