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LocalPlayer::accelerateHorizontal: cleanups
* Properly use v3f default constructor * v3f d_wanted = target_speed - m_speed; and d_wanted = target_speed * 0.1f - m_speed * 0.1f; can be factorized to d_wanted = (target_speed - m_speed) * 0.1f; => d_wanted *= 0.1f;
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@ -713,36 +713,36 @@ void LocalPlayer::accelerateHorizontal(const v3f &target_speed,
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v3f d_wanted = target_speed - m_speed;
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if (slippery) {
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if (target_speed == v3f(0))
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if (target_speed == v3f())
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d_wanted = -m_speed * 0.05f;
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else
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d_wanted = target_speed * 0.1f - m_speed * 0.1f;
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d_wanted *= 0.1f;
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}
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d_wanted.Y = 0;
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f32 dl = d_wanted.getLength();
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if (dl > max_increase)
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dl = max_increase;
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d_wanted.Y = 0.0f;
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f32 dl = d_wanted.getLength();
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if (dl > max_increase)
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dl = max_increase;
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v3f d = d_wanted.normalize() * dl;
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v3f d = d_wanted.normalize() * dl;
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m_speed.X += d.X;
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m_speed.Z += d.Z;
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m_speed.X += d.X;
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m_speed.Z += d.Z;
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}
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// Vertical acceleration (Y), X and Z directions are ignored
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void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_increase)
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{
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if (max_increase == 0)
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return;
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if (max_increase == 0)
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return;
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f32 d_wanted = target_speed.Y - m_speed.Y;
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if (d_wanted > max_increase)
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d_wanted = max_increase;
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else if (d_wanted < -max_increase)
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d_wanted = -max_increase;
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f32 d_wanted = target_speed.Y - m_speed.Y;
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if (d_wanted > max_increase)
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d_wanted = max_increase;
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else if (d_wanted < -max_increase)
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d_wanted = -max_increase;
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m_speed.Y += d_wanted;
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m_speed.Y += d_wanted;
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}
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// Temporary option for old move code
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