Fix shootline not being updated if press and release happen in the same step (#14606)

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grorp 2024-05-05 13:28:50 +02:00 committed by GitHub
parent 70bddcf318
commit d7f9da49eb
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2 changed files with 6 additions and 1 deletions

@ -703,6 +703,7 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
m_move_pos = touch_pos;
// DON'T reset m_tap_state here, otherwise many short taps
// will be ignored if you tap very fast.
m_had_move_id = true;
}
}
}
@ -821,13 +822,14 @@ void TouchScreenGUI::step(float dtime)
// Note that the shootline isn't used if touch_use_crosshair is enabled.
// Only updating when m_has_move_id means that the shootline will stay at
// it's last in-world position when the player doesn't need it.
if (!m_draw_crosshair && m_has_move_id) {
if (!m_draw_crosshair && (m_has_move_id || m_had_move_id)) {
v2s32 pointer_pos = getPointerPos();
m_shootline = m_device
->getSceneManager()
->getSceneCollisionManager()
->getRayFromScreenCoordinates(pointer_pos);
}
m_had_move_id = false;
}
void TouchScreenGUI::resetHotbarRects()

@ -259,6 +259,9 @@ private:
u64 m_move_downtime = 0;
// m_move_pos stays valid even after m_move_id has been released.
v2s32 m_move_pos;
// This is needed so that we don't miss if m_has_move_id is true for less
// than one client step, i.e. press and release happen in the same step.
bool m_had_move_id = false;
bool m_has_joystick_id = false;
size_t m_joystick_id;