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https://github.com/TES3MP/TES3MP.git
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Embed actor velocity inside its class. It makes the code simpler.
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c55db790f3
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@ -2405,9 +2405,6 @@ void CharacterController::update(float duration)
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if (!mMovementAnimationControlled)
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if (!mMovementAnimationControlled)
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world->queueMovement(mPtr, vec);
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world->queueMovement(mPtr, vec);
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}
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}
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else
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// We must always queue movement, even if there is none, to apply gravity.
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world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f));
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movement = vec;
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movement = vec;
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movementSettings.mPosition[0] = movementSettings.mPosition[1] = 0;
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movementSettings.mPosition[0] = movementSettings.mPosition[1] = 0;
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@ -2429,8 +2426,6 @@ void CharacterController::update(float duration)
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if (cls.isPersistent(mPtr) || cls.getCreatureStats(mPtr).isDeathAnimationFinished())
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if (cls.isPersistent(mPtr) || cls.getCreatureStats(mPtr).isDeathAnimationFinished())
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playDeath(1.f, mDeathState);
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playDeath(1.f, mDeathState);
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}
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}
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// We must always queue movement, even if there is none, to apply gravity.
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world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f));
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}
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}
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bool isPersist = isPersistentAnimPlaying();
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bool isPersist = isPersistentAnimPlaying();
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@ -22,7 +22,7 @@ namespace MWPhysics
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Actor::Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler)
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Actor::Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler)
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: mStandingOnPtr(nullptr), mCanWaterWalk(false), mWalkingOnWater(false)
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: mStandingOnPtr(nullptr), mCanWaterWalk(false), mWalkingOnWater(false)
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, mCollisionObject(nullptr), mMeshTranslation(shape->mCollisionBox.center), mHalfExtents(shape->mCollisionBox.extents)
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, mCollisionObject(nullptr), mMeshTranslation(shape->mCollisionBox.center), mHalfExtents(shape->mCollisionBox.extents)
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, mStuckFrames(0), mLastStuckPosition{0, 0, 0}
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, mVelocity(0,0,0), mStuckFrames(0), mLastStuckPosition{0, 0, 0}
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, mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false)
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, mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false)
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, mInternalCollisionMode(true)
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, mInternalCollisionMode(true)
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, mExternalCollisionMode(true)
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, mExternalCollisionMode(true)
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@ -303,4 +303,14 @@ bool Actor::skipCollisions()
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return std::exchange(mSkipCollisions, false);
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return std::exchange(mSkipCollisions, false);
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}
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}
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void Actor::setVelocity(osg::Vec3f velocity)
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{
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mVelocity = velocity;
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}
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osg::Vec3f Actor::velocity()
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{
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return std::exchange(mVelocity, osg::Vec3f());
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}
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}
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}
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@ -178,6 +178,9 @@ namespace MWPhysics
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bool skipCollisions();
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bool skipCollisions();
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void setVelocity(osg::Vec3f velocity);
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osg::Vec3f velocity();
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private:
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private:
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MWWorld::Ptr mStandingOnPtr;
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MWWorld::Ptr mStandingOnPtr;
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/// Removes then re-adds the collision object to the dynamics world
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/// Removes then re-adds the collision object to the dynamics world
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@ -206,6 +209,7 @@ namespace MWPhysics
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osg::Vec3f mPosition;
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osg::Vec3f mPosition;
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osg::Vec3f mPreviousPosition;
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osg::Vec3f mPreviousPosition;
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osg::Vec3f mPositionOffset;
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osg::Vec3f mPositionOffset;
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osg::Vec3f mVelocity;
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bool mWorldPositionChanged;
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bool mWorldPositionChanged;
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bool mSkipCollisions;
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bool mSkipCollisions;
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btTransform mLocalTransform;
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btTransform mLocalTransform;
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@ -725,21 +725,15 @@ namespace MWPhysics
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void PhysicsSystem::queueObjectMovement(const MWWorld::Ptr &ptr, const osg::Vec3f &velocity)
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void PhysicsSystem::queueObjectMovement(const MWWorld::Ptr &ptr, const osg::Vec3f &velocity)
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{
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{
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for(auto& movementItem : mMovementQueue)
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ActorMap::iterator found = mActors.find(ptr);
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{
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if (found != mActors.end())
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if (movementItem.first == ptr)
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found->second->setVelocity(velocity);
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{
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movementItem.second = velocity;
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return;
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}
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}
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mMovementQueue.emplace_back(ptr, velocity);
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}
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}
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void PhysicsSystem::clearQueuedMovement()
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void PhysicsSystem::clearQueuedMovement()
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{
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{
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mMovementQueue.clear();
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for (const auto& [_, actor] : mActors)
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actor->setVelocity(osg::Vec3f());
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}
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}
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const std::vector<MWWorld::Ptr>& PhysicsSystem::applyQueuedMovement(float dt, bool skipSimulation, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
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const std::vector<MWWorld::Ptr>& PhysicsSystem::applyQueuedMovement(float dt, bool skipSimulation, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
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@ -756,27 +750,21 @@ namespace MWPhysics
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std::vector<ActorFrameData> PhysicsSystem::prepareFrameData(bool willSimulate)
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std::vector<ActorFrameData> PhysicsSystem::prepareFrameData(bool willSimulate)
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{
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{
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std::vector<ActorFrameData> actorsFrameData;
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std::vector<ActorFrameData> actorsFrameData;
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actorsFrameData.reserve(mMovementQueue.size());
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actorsFrameData.reserve(mActors.size());
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const MWBase::World *world = MWBase::Environment::get().getWorld();
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const MWBase::World *world = MWBase::Environment::get().getWorld();
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for (const auto& [character, movement] : mMovementQueue)
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for (const auto& [ptr, physicActor] : mActors)
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{
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{
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const auto foundActor = mActors.find(character);
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if (foundActor == mActors.end()) // actor was already removed from the scene
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continue;
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auto physicActor = foundActor->second;
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float waterlevel = -std::numeric_limits<float>::max();
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float waterlevel = -std::numeric_limits<float>::max();
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const MWWorld::CellStore *cell = character.getCell();
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const MWWorld::CellStore *cell = ptr.getCell();
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if(cell->getCell()->hasWater())
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if(cell->getCell()->hasWater())
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waterlevel = cell->getWaterLevel();
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waterlevel = cell->getWaterLevel();
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const MWMechanics::MagicEffects& effects = character.getClass().getCreatureStats(character).getMagicEffects();
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const MWMechanics::MagicEffects& effects = ptr.getClass().getCreatureStats(physicActor->getPtr()).getMagicEffects();
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bool waterCollision = false;
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bool waterCollision = false;
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if (cell->getCell()->hasWater() && effects.get(ESM::MagicEffect::WaterWalking).getMagnitude())
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if (cell->getCell()->hasWater() && effects.get(ESM::MagicEffect::WaterWalking).getMagnitude())
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{
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{
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if (physicActor->getCollisionMode() || !world->isUnderwater(character.getCell(), osg::Vec3f(character.getRefData().getPosition().asVec3())))
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if (physicActor->getCollisionMode() || !world->isUnderwater(ptr.getCell(), osg::Vec3f(ptr.getRefData().getPosition().asVec3())))
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waterCollision = true;
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waterCollision = true;
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}
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}
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@ -790,9 +778,8 @@ namespace MWPhysics
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if (!willSimulate)
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if (!willSimulate)
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standingOn = physicActor->getStandingOnPtr();
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standingOn = physicActor->getStandingOnPtr();
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actorsFrameData.emplace_back(std::move(physicActor), standingOn, waterCollision, movement, slowFall, waterlevel);
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actorsFrameData.emplace_back(physicActor, standingOn, waterCollision, slowFall, waterlevel);
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}
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}
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mMovementQueue.clear();
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return actorsFrameData;
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return actorsFrameData;
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}
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}
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@ -933,10 +920,10 @@ namespace MWPhysics
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}
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}
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ActorFrameData::ActorFrameData(const std::shared_ptr<Actor>& actor, const MWWorld::Ptr standingOn,
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ActorFrameData::ActorFrameData(const std::shared_ptr<Actor>& actor, const MWWorld::Ptr standingOn,
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bool waterCollision, osg::Vec3f movement, float slowFall, float waterlevel)
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bool waterCollision, float slowFall, float waterlevel)
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: mActor(actor), mActorRaw(actor.get()), mStandingOn(standingOn),
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: mActor(actor), mActorRaw(actor.get()), mStandingOn(standingOn),
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mDidJump(false), mNeedLand(false), mWaterCollision(waterCollision), mSkipCollisionDetection(actor->skipCollisions()),
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mDidJump(false), mNeedLand(false), mWaterCollision(waterCollision), mSkipCollisionDetection(actor->skipCollisions()),
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mWaterlevel(waterlevel), mSlowFall(slowFall), mOldHeight(0), mFallHeight(0), mMovement(movement), mPosition(), mRefpos()
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mWaterlevel(waterlevel), mSlowFall(slowFall), mOldHeight(0), mFallHeight(0), mMovement(actor->velocity()), mPosition(), mRefpos()
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{
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{
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const MWBase::World *world = MWBase::Environment::get().getWorld();
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const MWBase::World *world = MWBase::Environment::get().getWorld();
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const auto ptr = actor->getPtr();
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const auto ptr = actor->getPtr();
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@ -78,7 +78,7 @@ namespace MWPhysics
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struct ActorFrameData
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struct ActorFrameData
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{
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{
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ActorFrameData(const std::shared_ptr<Actor>& actor, const MWWorld::Ptr standingOn, bool moveToWaterSurface, osg::Vec3f movement, float slowFall, float waterlevel);
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ActorFrameData(const std::shared_ptr<Actor>& actor, const MWWorld::Ptr standingOn, bool moveToWaterSurface, float slowFall, float waterlevel);
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void updatePosition(btCollisionWorld* world);
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void updatePosition(btCollisionWorld* world);
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std::weak_ptr<Actor> mActor;
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std::weak_ptr<Actor> mActor;
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Actor* mActorRaw;
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Actor* mActorRaw;
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@ -281,9 +281,6 @@ namespace MWPhysics
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bool mDebugDrawEnabled;
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bool mDebugDrawEnabled;
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using PtrVelocityList = std::vector<std::pair<MWWorld::Ptr, osg::Vec3f>>;
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PtrVelocityList mMovementQueue;
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float mTimeAccum;
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float mTimeAccum;
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unsigned int mProjectileId;
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unsigned int mProjectileId;
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