]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/localplayer.cpp
Fix typo in lua_api.txt
[dragonfireclient.git] / src / localplayer.cpp
index b69bdb24f69148a51ed266c2c2243124ce8274e7..48e6592c19e5252e557b935c75240da985a0c8ec 100644 (file)
@@ -43,6 +43,8 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
        last_pitch(0),
        last_yaw(0),
        last_keyPressed(0),
+       hotbar_image(""),
+       hotbar_selected_image(""),
        m_sneak_node(32767,32767,32767),
        m_sneak_node_exists(false),
        m_old_node_below(32767,32767,32767),
@@ -73,6 +75,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        if(isAttached)
        {
                setPosition(overridePosition);
+               m_sneak_node_exists = false;
                return;
        }
 
@@ -85,6 +88,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        {
         position += m_speed * dtime;
                setPosition(position);
+               m_sneak_node_exists = false;
                return;
        }
 
@@ -154,9 +158,6 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        // This should always apply, otherwise there are glitches
        assert(d > pos_max_d);
 
-       float player_radius = BS*0.30;
-       float player_height = BS*1.55;
-       
        // Maximum distance over border for sneaking
        f32 sneak_max = BS*0.4;
 
@@ -184,24 +185,12 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                }
        }
 
-       /*
-               Calculate player collision box (new and old)
-       */
-       core::aabbox3d<f32> playerbox(
-               -player_radius,
-               0.0,
-               -player_radius,
-               player_radius,
-               player_height,
-               player_radius
-       );
-
        float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
 
        v3f accel_f = v3f(0,0,0);
 
        collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
-                       pos_max_d, playerbox, player_stepheight, dtime,
+                       pos_max_d, m_collisionbox, player_stepheight, dtime,
                        position, m_speed, accel_f);
 
        /*
@@ -329,6 +318,9 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        if(!touching_ground_was && touching_ground){
                MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
                m_gamedef->event()->put(e);
+
+               // Set camera impact value to be used for view bobbing
+               camera_impact = getSpeed().Y * -1;
        }
 
        {
@@ -389,7 +381,8 @@ void LocalPlayer::applyControl(float dtime)
 
        bool free_move = fly_allowed && g_settings->getBool("free_move");
        bool fast_move = fast_allowed && g_settings->getBool("fast_move");
-       bool fast_or_aux1_descends = (fast_move && control.aux1) || (fast_move && g_settings->getBool("aux1_descends"));
+       // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
+       bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
        bool continuous_forward = g_settings->getBool("continuous_forward");
 
        // Whether superspeed mode is used or not
@@ -418,14 +411,12 @@ void LocalPlayer::applyControl(float dtime)
                        }
                        else if(in_liquid || in_liquid_stable)
                        {
-                               // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
-                               speedV.Y = -movement_speed_fast;
+                               speedV.Y = -movement_speed_walk;
                                swimming_vertical = true;
                        }
                        else if(is_climbing)
                        {
-                               // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
-                               speedV.Y = -movement_speed_fast;
+                               speedV.Y = -movement_speed_climb;
                        }
                        else
                        {
@@ -462,8 +453,7 @@ void LocalPlayer::applyControl(float dtime)
                        }
                        else if(in_liquid || in_liquid_stable)
                        {
-                               if(fast_or_aux1_descends)
-                                       // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+                               if(fast_climb)
                                        speedV.Y = -movement_speed_fast;
                                else
                                        speedV.Y = -movement_speed_walk;
@@ -471,8 +461,7 @@ void LocalPlayer::applyControl(float dtime)
                        }
                        else if(is_climbing)
                        {
-                               if(fast_or_aux1_descends)
-                                       // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
+                               if(fast_climb)
                                        speedV.Y = -movement_speed_fast;
                                else
                                        speedV.Y = -movement_speed_climb;
@@ -538,8 +527,7 @@ void LocalPlayer::applyControl(float dtime)
                }
                else if(in_liquid)
                {
-                       if(fast_or_aux1_descends)
-                               // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+                       if(fast_climb)
                                speedV.Y = movement_speed_fast;
                        else
                                speedV.Y = movement_speed_walk;
@@ -547,8 +535,7 @@ void LocalPlayer::applyControl(float dtime)
                }
                else if(is_climbing)
                {
-                       if(fast_or_aux1_descends)
-                               // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
+                       if(fast_climb)
                                speedV.Y = movement_speed_fast;
                        else
                                speedV.Y = movement_speed_climb;
@@ -556,7 +543,7 @@ void LocalPlayer::applyControl(float dtime)
        }
 
        // The speed of the player (Y is ignored)
-       if(superspeed || (is_climbing && fast_or_aux1_descends) || ((in_liquid || in_liquid_stable) && fast_or_aux1_descends))
+       if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
                speedH = speedH.normalize() * movement_speed_fast;
        else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
                speedH = speedH.normalize() * movement_speed_crouch;
@@ -575,10 +562,7 @@ void LocalPlayer::applyControl(float dtime)
                        incH = movement_acceleration_air * BS * dtime;
                incV = 0; // No vertical acceleration in air
        }
-       else if(superspeed || (fast_move && control.aux1))
-               incH = incV = movement_acceleration_fast * BS * dtime;
-       else if ((in_liquid || in_liquid_stable) && fast_or_aux1_descends)
-               // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+       else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
                incH = incV = movement_acceleration_fast * BS * dtime;
        else
                incH = incV = movement_acceleration_default * BS * dtime;