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feat: Dragonmaw (#1562)
* rigid as heck * abstract physics creation to separate function * loading Update FvRacePillarDServer.cpp consolidate abcd pillar logic modularization Update SimplePhysicsComponent.cpp Update EntityManager.cpp Update MovingPlatformComponent.cpp still need another pass * geiser works * columns working finally * consolidate logic * constiness * Update PhantomPhysicsComponent.cpp * Update PhysicsComponent.cpp * revert testing code * add versions info --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
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@@ -817,8 +817,10 @@ void RacingControlComponent::Update(float deltaTime) {
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// Some offset up to make they don't fall through the terrain on a
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// respawn, seems to fix itself to the track anyhow
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player.respawnPosition = position + NiPoint3Constant::UNIT_Y * 5;
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player.respawnRotation = vehicle->GetRotation();
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if (waypoint.racing.isResetNode) {
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player.respawnPosition = position + NiPoint3Constant::UNIT_Y * 5;
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player.respawnRotation = vehicle->GetRotation();
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}
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player.respawnIndex = respawnIndex;
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// Reached the start point, lapped
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