From 9839169cc176f39dadd9425fe8e40523ea5f7708 Mon Sep 17 00:00:00 2001 From: SDraw Date: Tue, 18 Apr 2023 13:50:08 +0300 Subject: [PATCH] Revert IK pose consideration --- ml_prm/RagdollController.cs | 17 ++++------------- 1 file changed, 4 insertions(+), 13 deletions(-) diff --git a/ml_prm/RagdollController.cs b/ml_prm/RagdollController.cs index 52231d3..29e378c 100644 --- a/ml_prm/RagdollController.cs +++ b/ml_prm/RagdollController.cs @@ -145,20 +145,14 @@ namespace ml_prm void LateUpdate() { - if(m_avatarReady && m_enabled) + if(m_avatarReady && m_enabled && !BodySystem.isCalibrating) { - if(BodySystem.isCalibratedAsFullBody && !BodySystem.isCalibrating) + if(BodySystem.isCalibratedAsFullBody) BodySystem.TrackingPositionWeight = 0f; foreach(var l_link in m_boneLinks) l_link.Item1.CopyGlobal(l_link.Item2); } - - if(m_avatarReady && !m_enabled && (m_vrIK != null)) - { - foreach(var l_link in m_boneLinks) - l_link.Item2.CopyGlobal(l_link.Item1); - } } // Game events @@ -426,11 +420,8 @@ namespace ml_prm m_reachedGround = false; // Force player to unragdoll and reach ground first // Copy before set to non-kinematic to reduce stacked forces - if(m_vrIK == null) - { - foreach(var l_link in m_boneLinks) - l_link.Item2.CopyGlobal(l_link.Item1); - } + foreach(var l_link in m_boneLinks) + l_link.Item2.CopyGlobal(l_link.Item1); foreach(Rigidbody l_body in m_rigidBodies) l_body.isKinematic = false;