forked from Mirrorlandia_minetest/minetest
content_cao: fix getPlayerControl structure copy on each step (#5677)
Also fix some codestyle issues around it.
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3db66b4531
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3251e44938
@ -1041,12 +1041,9 @@ void GenericCAO::updateNodePos()
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void GenericCAO::step(float dtime, ClientEnvironment *env)
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void GenericCAO::step(float dtime, ClientEnvironment *env)
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{
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{
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// Handel model of local player instantly to prevent lags
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// Handel model of local player instantly to prevent lags
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if(m_is_local_player)
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if (m_is_local_player) {
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{
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LocalPlayer *player = m_env->getLocalPlayer();
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LocalPlayer *player = m_env->getLocalPlayer();
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if (m_is_visible) {
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if (m_is_visible)
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{
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int old_anim = player->last_animation;
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int old_anim = player->last_animation;
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float old_anim_speed = player->last_animation_speed;
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float old_anim_speed = player->last_animation_speed;
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m_position = player->getPosition() + v3f(0,BS,0);
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m_position = player->getPosition() + v3f(0,BS,0);
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@ -1054,7 +1051,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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m_acceleration = v3f(0,0,0);
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m_acceleration = v3f(0,0,0);
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pos_translator.vect_show = m_position;
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pos_translator.vect_show = m_position;
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m_yaw = player->getYaw();
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m_yaw = player->getYaw();
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PlayerControl controls = player->getPlayerControl();
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const PlayerControl &controls = player->getPlayerControl();
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bool walking = false;
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bool walking = false;
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if (controls.up || controls.down || controls.left || controls.right ||
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if (controls.up || controls.down || controls.left || controls.right ||
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@ -1078,8 +1075,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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if (controls.sneak && walking)
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if (controls.sneak && walking)
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new_speed /= 2;
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new_speed /= 2;
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if(walking && (controls.LMB || controls.RMB))
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if (walking && (controls.LMB || controls.RMB)) {
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{
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new_anim = player->local_animations[3];
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new_anim = player->local_animations[3];
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player->last_animation = WD_ANIM;
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player->last_animation = WD_ANIM;
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} else if(walking) {
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} else if(walking) {
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@ -1092,8 +1088,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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// Apply animations if input detected and not attached
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// Apply animations if input detected and not attached
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// or set idle animation
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// or set idle animation
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if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
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if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
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{
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allow_update = true;
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allow_update = true;
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m_animation_range = new_anim;
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m_animation_range = new_anim;
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m_animation_speed = new_speed;
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m_animation_speed = new_speed;
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@ -1101,8 +1096,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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} else {
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} else {
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player->last_animation = NO_ANIM;
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player->last_animation = NO_ANIM;
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if (old_anim != NO_ANIM)
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if (old_anim != NO_ANIM) {
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{
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m_animation_range = player->local_animations[0];
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m_animation_range = player->local_animations[0];
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updateAnimation();
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updateAnimation();
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}
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}
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