diff options
author | gamemanj <gamemanj@hotmail.co.uk> | 2017-04-15 10:20:27 +0100 |
---|---|---|
committer | gamemanj <gamemanj@hotmail.co.uk> | 2017-04-15 10:24:36 +0100 |
commit | 0a4dde93d4ae5b83b8cea280a7711c7469de1686 (patch) | |
tree | ca4741977550df48f1215379bc512cbd8a741b01 /scene | |
parent | b7ce1601a373347c617b09b5461bda4112f9855f (diff) |
Apply is_ceiling/is_wall swap fix to 2D move_and_slide (minus explaination)
As it turns out, is_ceiling would be true when hitting a wall,
and is_wall would be true momentarily when hitting a ceiling.
This makes a tiny one-line change to fix that.
Without trying to explain the code for anyone else having to
mess around with it.
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index f752cbf6b6..626ea10515 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -1199,7 +1199,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const revert_motion(); return Vector2(); } - } else if (get_collision_normal().dot(-p_floor_direction) <= Math::cos(p_floor_max_angle)) { //ceiling + } else if (get_collision_normal().dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling move_and_slide_on_ceiling = true; } else { move_and_slide_on_wall = true; |