add Hitbox.gravityMultiplier
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f3201b7742
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@ -307,7 +307,6 @@ void Entities::updatePhysics(float delta) {
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delta,
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substeps,
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false,
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1.0f,
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true,
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eid.uid
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);
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@ -65,7 +65,6 @@ struct Rigidbody {
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bool enabled = true;
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Hitbox hitbox;
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std::vector<Trigger> triggers;
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float gravityMultiplier = 1.0f;
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};
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struct UserComponent {
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@ -97,6 +97,7 @@ void Player::updateInput(PlayerInput& input, float delta) {
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hitbox->linearDamping = PLAYER_GROUND_DAMPING;
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hitbox->verticalDamping = flight;
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hitbox->gravityMultiplier = flight ? 0.0f : 1.0f;
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if (flight){
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hitbox->linearDamping = PLAYER_AIR_DAMPING;
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if (input.jump){
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@ -118,7 +119,7 @@ void Player::updateInput(PlayerInput& input, float delta) {
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(input.noclip && flight == noclip)){
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flight = !flight;
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if (flight){
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hitbox->grounded = false;
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hitbox->velocity.y += 1.0f;
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}
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}
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if (input.noclip) {
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@ -43,6 +43,7 @@ struct Hitbox {
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float linearDamping;
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bool verticalDamping = false;
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bool grounded = false;
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float gravityMultiplier = 1.0f;
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Hitbox(glm::vec3 position, glm::vec3 halfsize);
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};
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@ -22,7 +22,6 @@ void PhysicsSolver::step(
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float delta,
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uint substeps,
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bool shifting,
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float gravityScale,
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bool collisions,
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entityid_t entity
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) {
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@ -33,6 +32,7 @@ void PhysicsSolver::step(
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const glm::vec3& half = hitbox->halfsize;
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glm::vec3& pos = hitbox->position;
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glm::vec3& vel = hitbox->velocity;
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float gravityScale = hitbox->gravityMultiplier;
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bool prevGrounded = hitbox->grounded;
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hitbox->grounded = false;
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@ -24,7 +24,6 @@ public:
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float delta,
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uint substeps,
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bool shifting,
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float gravityScale,
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bool collisions,
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entityid_t entity
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);
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