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-rw-r--r--src/objects/CutsceneHead.cpp3
-rw-r--r--src/objects/Object.cpp10
2 files changed, 6 insertions, 7 deletions
diff --git a/src/objects/CutsceneHead.cpp b/src/objects/CutsceneHead.cpp
index 15611c29..19b3a592 100644
--- a/src/objects/CutsceneHead.cpp
+++ b/src/objects/CutsceneHead.cpp
@@ -85,7 +85,6 @@ CCutsceneHead::ProcessControl(void)
{
m_matrix.SetRotateY(PI/2);
m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
- UpdateRwFrame(); // android/xbox don't call this
}
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
@@ -95,7 +94,7 @@ CCutsceneHead::ProcessControl(void)
// PS2 only plays anims in cutscene, PC always plays anims
if(!lastLoadedSKA || CCutsceneMgr::IsRunning())
#endif
- RpHAnimHierarchyAddAnimTime(hier, CTimer::GetTimeStepNonClipped()/50.0f);
+ RpHAnimHierarchyAddAnimTime(hier, CTimer::GetTimeStepNonClippedInSeconds());
}
void
diff --git a/src/objects/Object.cpp b/src/objects/Object.cpp
index 411e245a..85936bb8 100644
--- a/src/objects/Object.cpp
+++ b/src/objects/Object.cpp
@@ -63,7 +63,7 @@ CObject::CObject(CDummyObject *dummy)
if (dummy->m_rwObject)
AttachToRwObject(dummy->m_rwObject);
else
- GetMatrix() = dummy->GetMatrix();
+ SetMatrix(dummy->GetMatrix());
m_objectMatrix = dummy->GetMatrix();
dummy->DetachFromRwObject();
@@ -112,8 +112,8 @@ void
CObject::Teleport(CVector vecPos)
{
CWorld::Remove(this);
- m_matrix.GetPosition() = vecPos;
- m_matrix.UpdateRW();
+ GetMatrix().GetPosition() = vecPos;
+ GetMatrix().UpdateRW();
UpdateRwFrame();
CWorld::Add(this);
}
@@ -170,7 +170,7 @@ CObject::ObjectDamage(float amount)
amount = 0.0f;
}
if ((amount * m_fCollisionDamageMultiplier > 150.0f || bBodyCastDamageEffect) && m_nCollisionDamageEffect) {
- const CVector& vecPos = m_matrix.GetPosition();
+ const CVector& vecPos = GetMatrix().GetPosition();
const float fDirectionZ = 0.0002f * amount;
switch (m_nCollisionDamageEffect)
{
@@ -329,7 +329,7 @@ CObject::Init(void)
m_pCollidingEntity = nil;
CColPoint point;
CEntity* outEntity = nil;
- const CVector& vecPos = m_matrix.GetPosition();
+ const CVector& vecPos = GetMatrix().GetPosition();
if (CWorld::ProcessVerticalLine(vecPos, vecPos.z - 10.0f, point, outEntity, true, false, false, false, false, false, nil))
m_pCurSurface = outEntity;
else