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https://github.com/hanetzer/sdraw_mods_cvr.git
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Fix for Unity 6 branch
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1e0e6449d6
commit
b92d54c162
17 changed files with 36 additions and 80 deletions
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@ -40,7 +40,7 @@ namespace ml_prm
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RagdollToggle m_avatarRagdollToggle = null; // Custom component available for editor
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AvatarBoolParameter m_ragdolledParameter = null;
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PhysicMaterial m_physicsMaterial = null;
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PhysicsMaterial m_physicsMaterial = null;
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bool m_inAir = false;
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bool m_reachedGround = true;
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@ -77,12 +77,12 @@ namespace ml_prm
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{
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this.gameObject.layer = LayerMask.NameToLayer("PlayerLocal");
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m_physicsMaterial = new PhysicMaterial("Ragdoll");
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m_physicsMaterial = new PhysicsMaterial("Ragdoll");
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m_physicsMaterial.dynamicFriction = c_defaultFriction;
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m_physicsMaterial.staticFriction = c_defaultFriction;
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m_physicsMaterial.frictionCombine = PhysicMaterialCombine.Average;
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m_physicsMaterial.frictionCombine = PhysicsMaterialCombine.Average;
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m_physicsMaterial.bounciness = 0f;
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m_physicsMaterial.bounceCombine = PhysicMaterialCombine.Average;
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m_physicsMaterial.bounceCombine = PhysicsMaterialCombine.Average;
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m_puppet = new GameObject("[Puppet]").transform;
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m_puppet.parent = this.transform;
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@ -583,9 +583,9 @@ namespace ml_prm
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bool l_bounciness = (Settings.Bounciness && WorldManager.IsSafeWorld());
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m_physicsMaterial.dynamicFriction = (l_slipperiness ? 0f : c_defaultFriction);
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m_physicsMaterial.staticFriction = (l_slipperiness ? 0f : c_defaultFriction);
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m_physicsMaterial.frictionCombine = (l_slipperiness ? PhysicMaterialCombine.Minimum : PhysicMaterialCombine.Average);
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m_physicsMaterial.frictionCombine = (l_slipperiness ? PhysicsMaterialCombine.Minimum : PhysicsMaterialCombine.Average);
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m_physicsMaterial.bounciness = (l_bounciness ? 1f : 0f);
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m_physicsMaterial.bounceCombine = (l_bounciness ? PhysicMaterialCombine.Maximum : PhysicMaterialCombine.Average);
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m_physicsMaterial.bounceCombine = (l_bounciness ? PhysicsMaterialCombine.Maximum : PhysicsMaterialCombine.Average);
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}
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}
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@ -701,7 +701,7 @@ namespace ml_prm
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{
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if(m_avatarReady && m_ragdolled && CanUnragdoll())
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{
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BetterBetterCharacterController.Instance.TeleportPlayerTo(m_puppetReferences.hips.position, PlayerSetup.Instance.GetPlayerRotation().eulerAngles, false, false);
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BetterBetterCharacterController.Instance.TeleportPlayerTo(m_puppetReferences.hips.position, PlayerSetup.Instance.GetPlayerRotation().eulerAngles, false, true);
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TryRestoreMovement();
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BodySystem.TrackingPositionWeight = 1f;
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IKSystem.Instance.applyOriginalHipPosition = m_applyHipsPosition;
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