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When digging a node, don't switch to punching an object without raising button
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parent
941176cd65
commit
94feb62b08
@ -937,6 +937,7 @@ void the_game(
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float dig_time = 0.0;
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u16 dig_index = 0;
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v3s16 nodepos_old(-32768,-32768,-32768);
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bool ldown_for_dig = false;
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float damage_flash_timer = 0;
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s16 farmesh_range = 20*MAP_BLOCKSIZE;
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@ -1626,7 +1627,7 @@ void the_game(
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bool left_punch = false;
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bool left_punch_muted = false;
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if(selected_active_object != NULL)
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if(selected_active_object != NULL && !ldown_for_dig)
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{
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/* Clear possible cracking animation */
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if(nodepos_old != v3s16(-32768,-32768,-32768))
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@ -1710,6 +1711,7 @@ void the_game(
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client.clearTempMod(nodepos_old);
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dig_time = 0.0;
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nodepos_old = v3s16(-32768,-32768,-32768);
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ldown_for_dig = false;
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}
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} else {
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/*
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@ -1738,6 +1740,7 @@ void the_game(
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{
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client.clearTempMod(nodepos);
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dig_time = 0.0;
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ldown_for_dig = false;
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}
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if(nodig_delay_counter > 0.0)
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@ -1768,6 +1771,7 @@ void the_game(
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if(input->getLeftClicked())
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{
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client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));
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ldown_for_dig = true;
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}
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if(input->getLeftState())
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{
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@ -1938,6 +1942,7 @@ void the_game(
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infostream<<"Left button released (stopped digging)"
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<<std::endl;
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client.groundAction(2, v3s16(0,0,0), v3s16(0,0,0), 0);
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ldown_for_dig = false;
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}
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if(input->getRightReleased())
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{
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