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authorOvnuniarchos <pujalte.jorge@gmail.com>2015-12-08 18:44:29 +0100
committerOvnuniarchos <pujalte.jorge@gmail.com>2015-12-08 18:45:14 +0100
commit43b2c9c7a43ef7cb2830698917cc0555de30947c (patch)
treed59ef689317e0e694d60c14df44d59ea7b4d9e66 /servers/physics_2d/body_2d_sw.h
parentecad3a285feabecf44aeb52c94a0d3552933bba1 (diff)
downloadredot-engine-43b2c9c7a43ef7cb2830698917cc0555de30947c.tar.gz
Areas now calculate their dampenings the same way as their gravity.
Diffstat (limited to 'servers/physics_2d/body_2d_sw.h')
-rw-r--r--servers/physics_2d/body_2d_sw.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h
index 2fbfcaca60..8418c5dcd7 100644
--- a/servers/physics_2d/body_2d_sw.h
+++ b/servers/physics_2d/body_2d_sw.h
@@ -132,7 +132,7 @@ class Body2DSW : public CollisionObject2DSW {
Body2DSW *island_next;
Body2DSW *island_list_next;
- _FORCE_INLINE_ void _compute_area_gravity(const Area2DSW *p_area);
+ _FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const Area2DSW *p_area);
friend class Physics2DDirectBodyStateSW; // i give up, too many functions to expose