fix(world): restore portal and distant use lifecycles
This commit is contained in:
parent
c730632075
commit
1a14812c44
18 changed files with 401 additions and 196 deletions
|
|
@ -368,6 +368,7 @@ internal sealed class PlayerModeController :
|
|||
ApplyStepHeights(controller, playerEntity);
|
||||
uint initialCellId = ResolveInitialCell(playerGuid, playerEntity);
|
||||
|
||||
Action? drainPriorAnimationQueue = null;
|
||||
if (_animations.TryGetValue(playerEntity.Id, out LiveEntityAnimationState? animation)
|
||||
&& animation.Sequencer is { } sequencer)
|
||||
{
|
||||
|
|
@ -384,6 +385,7 @@ internal sealed class PlayerModeController :
|
|||
sequencer.Manager.CheckForCompletedMotions;
|
||||
controller.Motion.DefaultSink =
|
||||
new MotionTableDispatchSink(sequencer);
|
||||
drainPriorAnimationQueue = sequencer.Manager.HandleEnterWorld;
|
||||
}
|
||||
|
||||
// Retail CPhysicsObj owns CMotionInterp and CPartArray throughout
|
||||
|
|
@ -393,7 +395,9 @@ internal sealed class PlayerModeController :
|
|||
// public controller slot remains unpublished until every other
|
||||
// player-mode edge has prepared successfully.
|
||||
using IDisposable motionPreparation =
|
||||
_controllerSlot.BeginMotionPreparation(controller);
|
||||
_controllerSlot.BeginMotionPreparation(
|
||||
controller,
|
||||
drainPriorAnimationQueue);
|
||||
|
||||
ResolveResult initial = _physics.Resolve(
|
||||
playerEntity.Position,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue