m_camera_mode(CAMERA_MODE_FIRST)
{
- //dstream<<__FUNCTION_NAME<<std::endl;
+ //dstream<<FUNCTION_NAME<<std::endl;
// note: making the camera node a child of the player node
// would lead to unexpected behaviour, so we don't do that.
// start (or continue) the view bobbing animation.
v3f speed = player->getSpeed();
const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
- const bool movement_Y = abs(speed.Y) > BS;
+ const bool movement_Y = fabs(speed.Y) > BS;
const bool walking = movement_XZ && player->touching_ground;
const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
return;
m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
- /*dstream<<__FUNCTION_NAME
+ /*dstream<<FUNCTION_NAME
<<": Collected "<<m_added_frames<<" frames, total of "
<<m_added_busytime<<"s."<<std::endl;
scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
cam->setAspectRatio(m_cameranode->getAspectRatio());
cam->setFOV(72.0*M_PI/180.0);
- cam->setNearValue(0.1);
+ cam->setNearValue(10);
cam->setFarValue(1000);
if (translation != NULL)
{