forked from bartvdbraak/blender
BGE: Fix to make KX_CharacterWrapper.jumpCount work a bit smoother. Previously jumpCount was only getting reset to 0 if the character was on the ground while jump() was being called. This works alright internally for double jumping, but it made things awkward if a user wanted to check jumpCount before calling jump() (i.e., before jumpCount was updated).
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@ -78,6 +78,9 @@ BlenderBulletCharacterController::BlenderBulletCharacterController(btMotionState
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void BlenderBulletCharacterController::updateAction(btCollisionWorld *collisionWorld, btScalar dt)
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{
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if (onGround())
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m_jumps = 0;
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btKinematicCharacterController::updateAction(collisionWorld,dt);
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m_motionState->setWorldTransform(getGhostObject()->getWorldTransform());
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}
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@ -104,9 +107,6 @@ bool BlenderBulletCharacterController::canJump() const
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void BlenderBulletCharacterController::jump()
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{
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if (onGround())
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m_jumps = 0;
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if (!canJump())
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return;
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