- {
- // Apply physics
- if (!free_move && !is_climbing) {
- // Gravity
- v3f speed = lplayer->getSpeed();
- if (!lplayer->in_liquid)
- speed.Y -= lplayer->movement_gravity *
- lplayer->physics_override_gravity * dtime_part * 2.0f;
-
- // Liquid floating / sinking
- if (lplayer->in_liquid && !lplayer->swimming_vertical &&
- !lplayer->swimming_pitch)
- speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
-
- // Liquid resistance
- if (lplayer->in_liquid_stable || lplayer->in_liquid) {
- // How much the node's viscosity blocks movement, ranges
- // between 0 and 1. Should match the scale at which viscosity
- // increase affects other liquid attributes.
- static const f32 viscosity_factor = 0.3f;
-
- v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
- f32 dl = d_wanted.getLength();
- if (dl > lplayer->movement_liquid_fluidity_smooth)
- dl = lplayer->movement_liquid_fluidity_smooth;
-
- dl *= (lplayer->liquid_viscosity * viscosity_factor) +
- (1 - viscosity_factor);
- v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
- speed += d;
- }
-
- lplayer->setSpeed(speed);
+ // Control local player
+ lplayer->applyControl(dtime_part, this);
+
+ // Apply physics
+ if (!free_move && !is_climbing) {
+ // Gravity
+ v3f speed = lplayer->getSpeed();
+ if (!lplayer->in_liquid)
+ speed.Y -= lplayer->movement_gravity *
+ lplayer->physics_override_gravity * dtime_part * 2.0f;
+
+ // Liquid floating / sinking
+ if (lplayer->in_liquid && !lplayer->swimming_vertical &&
+ !lplayer->swimming_pitch)
+ speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
+
+ // Liquid resistance
+ if (lplayer->in_liquid_stable || lplayer->in_liquid) {
+ // How much the node's viscosity blocks movement, ranges
+ // between 0 and 1. Should match the scale at which viscosity
+ // increase affects other liquid attributes.
+ static const f32 viscosity_factor = 0.3f;
+
+ v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
+ f32 dl = d_wanted.getLength();
+ if (dl > lplayer->movement_liquid_fluidity_smooth)
+ dl = lplayer->movement_liquid_fluidity_smooth;
+
+ dl *= (lplayer->liquid_viscosity * viscosity_factor) +
+ (1 - viscosity_factor);
+ v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
+ speed += d;