Get change from mLastDeathPos - return current pos. Assumes we're in death anim.
| 3542 | |
| 3543 | // Get change from mLastDeathPos - return current pos. Assumes we're in death anim. |
| 3544 | F32 Player::deathDelta(Point3F & delta) |
| 3545 | { |
| 3546 | // Get ground delta from the last time we offset this. |
| 3547 | MatrixF mat; |
| 3548 | F32 pos = mShapeInstance->getPos(mActionAnimation.thread); |
| 3549 | mShapeInstance->deltaGround1(mActionAnimation.thread, mDeath.lastPos, pos, mat); |
| 3550 | mat.getColumn(3, & delta); |
| 3551 | return pos; |
| 3552 | } |
| 3553 | |
| 3554 | // Called before updatePos() to prepare it's needed change to velocity, which |
| 3555 | // must roll over. Should be updated on tick, this is where we remember last |
nothing calls this directly
no test coverage detected