BGE: Fix to make KX_CharacterWrapper.jumpCount work a bit smoother. Previously jumpCo...
authorMitchell Stokes <mogurijin@gmail.com>
Sat, 9 Feb 2013 06:32:17 +0000 (06:32 +0000)
committerMitchell Stokes <mogurijin@gmail.com>
Sat, 9 Feb 2013 06:32:17 +0000 (06:32 +0000)
commit8eabdad3aa7a135e9817e1860dad94e6c86974cf
tree8caabe2a5279049ae898fff847d090d198e331e2
parente3488af838e6c43e5e3d9635d7604ab04f5a9b27
BGE: Fix to make KX_CharacterWrapper.jumpCount work a bit smoother. Previously jumpCount was only getting reset to 0 if the character was on the ground while jump() was being called. This works alright internally for double jumping, but it made things awkward if a user wanted to check jumpCount before calling jump() (i.e., before jumpCount was updated).
source/gameengine/Physics/Bullet/CcdPhysicsController.cpp