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changed to ray start global
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35f04984c1
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@ -175,7 +175,7 @@ class GravityWalker(DirectObject.DirectObject):
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# a higher or lower value depending on whether you want an avatar
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# that is outside of the world to step up to the floor when they
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# get under valid floor:
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cRay = CollisionRay(0.0, 0.0, 4000.0, 0.0, 0.0, -1.0)
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cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
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cRayNode = CollisionNode('GW.cRayNode')
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cRayNode.addSolid(cRay)
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self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
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@ -74,7 +74,7 @@ class NonPhysicsWalker(DirectObject.DirectObject):
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# a higher or lower value depending on whether you want an avatar
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# that is outside of the world to step up to the floor when they
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# get under valid floor:
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self.cRay = CollisionRay(0.0, 0.0, 4000.0, 0.0, 0.0, -1.0)
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self.cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
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cRayNode = CollisionNode('NPW.cRayNode')
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cRayNode.addSolid(self.cRay)
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self.cRayNodePath = avatarNodePath.attachNewNode(cRayNode)
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@ -120,7 +120,7 @@ class PhysicsWalker(DirectObject.DirectObject):
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def setupRay(self, floorBitmask, floorOffset):
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# This is a ray cast from your head down to detect floor polygons
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# A toon is about 4.0 feet high, so start it there
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self.cRay = CollisionRay(0.0, 0.0, 4.0, 0.0, 0.0, -1.0)
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self.cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
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cRayNode = CollisionNode('PW.cRayNode')
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cRayNode.addSolid(self.cRay)
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self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
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