From 9523ea7d03a3b402a860b294b0b2883251f9818f Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 13 Feb 2014 10:03:39 -0800 Subject: [PATCH] Only do slaps for MyAvatar. --- interface/src/avatar/Hand.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/interface/src/avatar/Hand.cpp b/interface/src/avatar/Hand.cpp index 7e47b0a0d5..5749da5f14 100644 --- a/interface/src/avatar/Hand.cpp +++ b/interface/src/avatar/Hand.cpp @@ -178,7 +178,7 @@ void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) { } glm::vec3 totalPenetration; ModelCollisionList collisions; - if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) { + if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) { // Check for palm collisions glm::vec3 myPalmPosition = palm.getPosition(); float palmCollisionDistance = 0.1f; @@ -220,10 +220,10 @@ void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) { totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); } } else { - // when this !isMyHand then avatar is MyAvatar and we apply the collision + // when !isMyHand then avatar is MyAvatar and we apply the collision // which might not do anything (hand hit unmovable part of MyAvatar) however - // we don't resolve the hand's penetration (we expect their simulation - // to do the right thing). + // we don't resolve the hand's penetration because we expect the remote + // simulation to do the right thing. avatar->applyCollision(collisions[j]); } }