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Cleanup LocalPlayer::applyControl
* Use Environment interface instead of ClientEnvironemnt * Don't create slippery variable and then re-affect it * itemgroup_get return a int, properly test != 0 to be clearer
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@ -444,7 +444,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
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move(dtime, env, pos_max_d, NULL);
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}
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void LocalPlayer::applyControl(float dtime, ClientEnvironment *env)
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void LocalPlayer::applyControl(float dtime, Environment *env)
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{
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// Clear stuff
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swimming_vertical = false;
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@ -660,11 +660,10 @@ void LocalPlayer::applyControl(float dtime, ClientEnvironment *env)
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else
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incH = incV = movement_acceleration_default * BS * dtime;
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INodeDefManager *nodemgr = env->getGameDef()->ndef();
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const INodeDefManager *nodemgr = env->getGameDef()->ndef();
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Map *map = &env->getMap();
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bool slippery = false;
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const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
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slippery = itemgroup_get(f.groups, "slippery");
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bool slippery = (itemgroup_get(f.groups, "slippery") != 0);
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// Accelerate to target speed with maximum increment
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accelerateHorizontal(speedH * physics_override_speed,
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incH * physics_override_speed, slippery);
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@ -79,7 +79,7 @@ public:
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void old_move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info);
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void applyControl(float dtime, ClientEnvironment *env);
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void applyControl(float dtime, Environment *env);
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v3s16 getStandingNodePos();
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v3s16 getFootstepNodePos();
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