forked from Mirrorlandia_minetest/minetest
client.cpp: Fix code-style in Client::sendPlayerPos
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@ -1234,42 +1234,41 @@ void Client::sendReady()
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void Client::sendPlayerPos()
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{
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LocalPlayer *myplayer = m_env.getLocalPlayer();
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if (!myplayer)
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LocalPlayer *player = m_env.getLocalPlayer();
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if (!player)
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return;
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ClientMap &map = m_env.getClientMap();
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u8 camera_fov = map.getCameraFov();
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u8 wanted_range = map.getControl().wanted_range;
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// Save bandwidth by only updating position when
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// player is not dead and something changed
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if (m_activeobjects_received && myplayer->isDead())
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if (m_activeobjects_received && player->isDead())
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return;
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if (
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myplayer->last_position == myplayer->getPosition() &&
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myplayer->last_speed == myplayer->getSpeed() &&
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myplayer->last_pitch == myplayer->getPitch() &&
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myplayer->last_yaw == myplayer->getYaw() &&
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myplayer->last_keyPressed == myplayer->keyPressed &&
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myplayer->last_camera_fov == camera_fov &&
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myplayer->last_wanted_range == wanted_range)
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player->last_position == player->getPosition() &&
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player->last_speed == player->getSpeed() &&
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player->last_pitch == player->getPitch() &&
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player->last_yaw == player->getYaw() &&
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player->last_keyPressed == player->keyPressed &&
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player->last_camera_fov == camera_fov &&
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player->last_wanted_range == wanted_range)
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return;
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myplayer->last_position = myplayer->getPosition();
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myplayer->last_speed = myplayer->getSpeed();
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myplayer->last_pitch = myplayer->getPitch();
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myplayer->last_yaw = myplayer->getYaw();
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myplayer->last_keyPressed = myplayer->keyPressed;
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myplayer->last_camera_fov = camera_fov;
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myplayer->last_wanted_range = wanted_range;
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player->last_position = player->getPosition();
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player->last_speed = player->getSpeed();
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player->last_pitch = player->getPitch();
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player->last_yaw = player->getYaw();
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player->last_keyPressed = player->keyPressed;
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player->last_camera_fov = camera_fov;
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player->last_wanted_range = wanted_range;
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NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4 + 1 + 1);
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writePlayerPos(myplayer, &map, &pkt);
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writePlayerPos(player, &map, &pkt);
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Send(&pkt);
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}
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