forked from Mirrorlandia_minetest/minetest
Fix Camera::add_arm_inertia -> addArmInertia
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1d1d922a7a
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a8650e785d
@ -194,7 +194,7 @@ void Camera::step(f32 dtime)
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}
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}
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}
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}
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void Camera::add_arm_inertia(f32 player_yaw, f32 frametime)
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void Camera::addArmInertia(f32 player_yaw, f32 frametime)
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{
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{
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m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f;
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m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f;
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m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / m_timer.Y);
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m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / m_timer.Y);
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@ -458,7 +458,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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m_cameranode->setFOV(m_fov_y);
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m_cameranode->setFOV(m_fov_y);
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if (m_arm_inertia)
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if (m_arm_inertia)
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add_arm_inertia(player->getYaw(), frametime);
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addArmInertia(player->getYaw(), frametime);
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// Position the wielded item
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// Position the wielded item
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//v3f wield_position = v3f(45, -35, 65);
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//v3f wield_position = v3f(45, -35, 65);
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@ -166,7 +166,7 @@ public:
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void drawNametags();
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void drawNametags();
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inline void add_arm_inertia(f32 player_yaw, f32 frametime);
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inline void addArmInertia(f32 player_yaw, f32 frametime);
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private:
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private:
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// Nodes
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// Nodes
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