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Turret Mounting

OTHGMars 11 years ago
parent
commit
a27fddc29a
1 changed files with 1 additions and 16 deletions
  1. 1 16
      Engine/source/T3D/turret/turretShape.cpp

+ 1 - 16
Engine/source/T3D/turret/turretShape.cpp

@@ -632,13 +632,6 @@ void TurretShape::processTick(const Move* move)
    if (!isGhost())
       updateAnimation(TickSec);
 
-   if (isMounted()) {
-      MatrixF mat;
-      mMount.object->getMountTransform( mMount.node, mMount.xfm, &mat );
-      ShapeBase::setTransform(mat);
-      ShapeBase::setRenderTransform(mat);
-   }
-
    updateMove(move);
 }
 
@@ -679,19 +672,11 @@ void TurretShape::advanceTime(F32 dt)
       }
    }
 
-   // If there is a recoil or image-based thread then
-   // we also need to update the nodes.
-   if (mRecoilThread || mImageStateThread)
-      updateNodes = true;
-
    Parent::advanceTime(dt);
 
    updateAnimation(dt);
 
-   if (updateNodes)
-   {
-      _updateNodes(mRot);
-   }
+   _setRotation(mRot);
 }
 
 void TurretShape::setTransform( const MatrixF& mat )