speed += d;
}
- lplayer->setSpeed(lplayer->physics_override_new_gravity
+ lplayer->setSpeed(lplayer->physics_override_new_acceleration
? (speed + old_speed) / 2.0f
: speed
);
bool sneak_glitch = !readU8(is);
bool new_move = !readU8(is);
// this one is off by default
- bool new_gravity = readU8(is);
+ bool new_acceleration = readU8(is);
if(m_is_local_player)
player->physics_override_sneak = sneak;
player->physics_override_sneak_glitch = sneak_glitch;
player->physics_override_new_move = new_move;
- player->physics_override_new_gravity = new_gravity;
+ player->physics_override_new_acceleration = new_acceleration;
}
} else if (cmd == AO_CMD_SET_ANIMATION) {
// TODO: change frames send as v2s32 value
bool physics_override_sneak_glitch = false;
// Temporary option for old move code
bool physics_override_new_move = true;
- bool physics_override_new_gravity = false;
+ bool physics_override_new_acceleration = false;
void move(f32 dtime, Environment *env, f32 pos_max_d);
void move(f32 dtime, Environment *env, f32 pos_max_d,
lua_pushboolean(L, player->physics_override_new_move);
lua_setfield(L, -2, "new_move");
- lua_pushboolean(L, player->physics_override_new_gravity);
- lua_setfield(L, -2, "new_gravity");
+ lua_pushboolean(L, player->physics_override_new_acceleration);
+ lua_setfield(L, -2, "new_acceleration");
return 1;
}
modified |= getboolfield(L, 2, "sneak", playersao->m_physics_override_sneak);
modified |= getboolfield(L, 2, "sneak_glitch", playersao->m_physics_override_sneak_glitch);
modified |= getboolfield(L, 2, "new_move", playersao->m_physics_override_new_move);
- modified |= getboolfield(L, 2, "new_gravity", playersao->m_physics_override_new_gravity);
+ modified |= getboolfield(L, 2, "new_acceleration", playersao->m_physics_override_new_acceleration);
if (modified)
playersao->m_physics_override_sent = false;
} else {
lua_setfield(L, -2, "sneak_glitch");
lua_pushboolean(L, playersao->m_physics_override_new_move);
lua_setfield(L, -2, "new_move");
- lua_pushboolean(L, playersao->m_physics_override_new_gravity);
- lua_setfield(L, -2, "new_gravity");
+ lua_pushboolean(L, playersao->m_physics_override_new_acceleration);
+ lua_setfield(L, -2, "new_acceleration");
return 1;
}
writeU8(os, !m_physics_override_sneak_glitch);
writeU8(os, !m_physics_override_new_move);
// this one is off by default
- writeU8(os, m_physics_override_new_gravity);
+ writeU8(os, m_physics_override_new_acceleration);
return os.str();
}
bool m_physics_override_sneak = true;
bool m_physics_override_sneak_glitch = false;
bool m_physics_override_new_move = true;
- bool m_physics_override_new_gravity = false;
+ bool m_physics_override_new_acceleration = false;
bool m_physics_override_sent = false;
};