Fix non-smooth vertical interpolation of unit positions
This was SVN commit r7358.
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@ -290,15 +290,15 @@ public:
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float x = Interpolate(m_LastX.ToFloat(), m_X.ToFloat(), frameOffset);
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float x = Interpolate(m_LastX.ToFloat(), m_X.ToFloat(), frameOffset);
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float z = Interpolate(m_LastZ.ToFloat(), m_Z.ToFloat(), frameOffset);
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float z = Interpolate(m_LastZ.ToFloat(), m_Z.ToFloat(), frameOffset);
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entity_pos_t ground;
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float ground = 0;
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CmpPtr<ICmpTerrain> cmpTerrain(*m_Context, SYSTEM_ENTITY);
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CmpPtr<ICmpTerrain> cmpTerrain(*m_Context, SYSTEM_ENTITY);
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if (!cmpTerrain.null())
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if (!cmpTerrain.null())
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{
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{
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ground = cmpTerrain->GetGroundLevel(m_X, m_Z);
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ground = cmpTerrain->GetGroundLevel(x, z);
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// TODO: do something with m_Floating
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// TODO: do something with m_Floating
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}
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}
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float y = ground.ToFloat() + m_YOffset.ToFloat();
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float y = ground + m_YOffset.ToFloat();
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// TODO: do something with m_AnchorType
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// TODO: do something with m_AnchorType
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