forked from Mirrorlandia_minetest/minetest
Camera: Fix shootline line offsets II (#9730)
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@ -3029,7 +3029,6 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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{
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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const v3f head_position = camera->getHeadPosition();
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const v3f camera_direction = camera->getDirection();
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const v3s16 camera_offset = camera->getOffset();
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@ -3045,13 +3044,22 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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core::line3d<f32> shootline;
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if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
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shootline = core::line3d<f32>(head_position,
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head_position + camera_direction * BS * d);
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} else {
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switch (camera->getCameraMode()) {
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case CAMERA_MODE_FIRST:
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// Shoot from camera position, with bobbing
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shootline.start = camera->getPosition();
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break;
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case CAMERA_MODE_THIRD:
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// Shoot from player head, no bobbing
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shootline.start = camera->getHeadPosition();
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break;
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case CAMERA_MODE_THIRD_FRONT:
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shootline.start = camera->getHeadPosition();
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// prevent player pointing anything in front-view
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shootline = core::line3d<f32>(head_position, head_position);
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d = 0;
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break;
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}
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shootline.end = shootline.start + camera_direction * BS * d;
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#ifdef HAVE_TOUCHSCREENGUI
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