Get change from mLastDeathPos - return current pos. Assumes we're in death anim.
| 3598 | |
| 3599 | // Get change from mLastDeathPos - return current pos. Assumes we're in death anim. |
| 3600 | F32 Player::deathDelta(Point3F & delta) |
| 3601 | { |
| 3602 | // Get ground delta from the last time we offset this. |
| 3603 | MatrixF mat; |
| 3604 | F32 pos = mShapeInstance->getPos(mActionAnimation.thread); |
| 3605 | mShapeInstance->deltaGround1(mActionAnimation.thread, mDeath.lastPos, pos, mat); |
| 3606 | mat.getColumn(3, & delta); |
| 3607 | return pos; |
| 3608 | } |
| 3609 | |
| 3610 | // Called before updatePos() to prepare it's needed change to velocity, which |
| 3611 | // must roll over. Should be updated on tick, this is where we remember last |
nothing calls this directly
no test coverage detected