Fix C++03 compiling due to C++11 initialization issues in backport

This commit is contained in:
Loic Blot 2018-05-13 10:15:35 +02:00 committed by SmallJoker
parent 14d20f5827
commit e660b05523
3 changed files with 54 additions and 47 deletions

@ -60,6 +60,8 @@ struct JoystickButtonCmb : public JoystickCombination {
this->key = key;
}
virtual ~JoystickButtonCmb() {}
virtual bool isTriggered(const irr::SEvent::SJoystickEvent &ev) const;
u32 filter_mask;

@ -34,7 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
LocalPlayer::LocalPlayer(Client *client, const char *name):
Player(name, client->idef()),
parent(0),
parent(NULL),
hp(PLAYER_MAX_HP),
isAttached(false),
touching_ground(false),
@ -53,8 +53,8 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
overridePosition(v3f(0,0,0)),
last_position(v3f(0,0,0)),
last_speed(v3f(0,0,0)),
last_pitch(0),
last_yaw(0),
last_pitch(0.0f),
last_yaw(0.0f),
last_keyPressed(0),
last_camera_fov(0),
last_wanted_range(0),
@ -67,6 +67,12 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
hurt_tilt_timer(0.0f),
hurt_tilt_strength(0.0f),
m_position(0,0,0),
m_sneak_node(32767, 32767, 32767),
m_sneak_node_bb_top(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f),
m_sneak_node_exists(false),
m_sneak_ladder_detected(false),
m_sneak_node_bb_ymax(0.0f),
m_need_to_get_new_sneak_node(true),
m_old_node_below(32767,32767,32767),
m_old_node_below_type("air"),
m_can_jump(false),

@ -45,29 +45,29 @@ public:
LocalPlayer(Client *client, const char *name);
virtual ~LocalPlayer();
ClientActiveObject *parent = nullptr;
ClientActiveObject *parent;
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
u16 hp = 0;
bool isAttached = false;
bool touching_ground = false;
u16 hp;
bool isAttached;
bool touching_ground;
// This oscillates so that the player jumps a bit above the surface
bool in_liquid = false;
bool in_liquid;
// This is more stable and defines the maximum speed of the player
bool in_liquid_stable = false;
bool in_liquid_stable;
// Gets the viscosity of water to calculate friction
u8 liquid_viscosity = 0;
bool is_climbing = false;
bool swimming_vertical = false;
u8 liquid_viscosity;
bool is_climbing;
bool swimming_vertical;
float physics_override_speed = 1.0f;
float physics_override_jump = 1.0f;
float physics_override_gravity = 1.0f;
bool physics_override_sneak = true;
bool physics_override_sneak_glitch = false;
float physics_override_speed;
float physics_override_jump;
float physics_override_gravity;
bool physics_override_sneak;
bool physics_override_sneak_glitch;
// Temporary option for old move code
bool physics_override_new_move = true;
bool physics_override_new_move;
v3f overridePosition;
@ -86,26 +86,26 @@ public:
// Used to check if anything changed and prevent sending packets if not
v3f last_position;
v3f last_speed;
float last_pitch = 0.0f;
float last_yaw = 0.0f;
unsigned int last_keyPressed = 0;
u8 last_camera_fov = 0;
u8 last_wanted_range = 0;
float last_pitch;
float last_yaw;
unsigned int last_keyPressed;
u8 last_camera_fov;
u8 last_wanted_range;
float camera_impact = 0.0f;
float camera_impact;
bool makes_footstep_sound = true;
bool makes_footstep_sound;
int last_animation = NO_ANIM;
int last_animation;
float last_animation_speed;
std::string hotbar_image = "";
std::string hotbar_selected_image = "";
std::string hotbar_image;
std::string hotbar_selected_image;
video::SColor light_color = video::SColor(255, 255, 255, 255);
video::SColor light_color;
float hurt_tilt_timer = 0.0f;
float hurt_tilt_strength = 0.0f;
float hurt_tilt_timer;
float hurt_tilt_strength;
GenericCAO *getCAO() const { return m_cao; }
@ -148,35 +148,34 @@ private:
v3f m_position;
v3s16 m_standing_node;
v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
v3s16 m_sneak_node;
// Stores the top bounding box of m_sneak_node
aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
aabb3f m_sneak_node_bb_top;
// Whether the player is allowed to sneak
bool m_sneak_node_exists = false;
bool m_sneak_node_exists;
// Whether a "sneak ladder" structure is detected at the players pos
// see detectSneakLadder() in the .cpp for more info (always false if disabled)
bool m_sneak_ladder_detected = false;
bool m_sneak_ladder_detected;
// ***** Variables for temporary option of the old move code *****
// Stores the max player uplift by m_sneak_node
f32 m_sneak_node_bb_ymax = 0.0f;
f32 m_sneak_node_bb_ymax;
// Whether recalculation of m_sneak_node and its top bbox is needed
bool m_need_to_get_new_sneak_node = true;
bool m_need_to_get_new_sneak_node;
// Node below player, used to determine whether it has been removed,
// and its old type
v3s16 m_old_node_below = v3s16(32767, 32767, 32767);
std::string m_old_node_below_type = "air";
v3s16 m_old_node_below;
std::string m_old_node_below_type;
// ***** End of variables for temporary option *****
bool m_can_jump = false;
u16 m_breath = PLAYER_MAX_BREATH;
f32 m_yaw = 0.0f;
f32 m_pitch = 0.0f;
bool camera_barely_in_ceiling = false;
aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
BS * 1.75f, BS * 0.30f);
bool m_can_jump;
u16 m_breath;
f32 m_yaw;
f32 m_pitch;
bool camera_barely_in_ceiling;
aabb3f m_collisionbox;
GenericCAO *m_cao = nullptr;
GenericCAO *m_cao;
Client *m_client;
};