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Fix shootline not being updated if press and release happen in the same step (#14606)
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@ -703,6 +703,7 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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m_move_pos = touch_pos;
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// DON'T reset m_tap_state here, otherwise many short taps
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// will be ignored if you tap very fast.
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m_had_move_id = true;
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}
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}
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}
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@ -821,13 +822,14 @@ void TouchScreenGUI::step(float dtime)
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// Note that the shootline isn't used if touch_use_crosshair is enabled.
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// Only updating when m_has_move_id means that the shootline will stay at
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// it's last in-world position when the player doesn't need it.
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if (!m_draw_crosshair && m_has_move_id) {
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if (!m_draw_crosshair && (m_has_move_id || m_had_move_id)) {
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v2s32 pointer_pos = getPointerPos();
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m_shootline = m_device
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->getSceneManager()
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->getSceneCollisionManager()
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->getRayFromScreenCoordinates(pointer_pos);
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}
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m_had_move_id = false;
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}
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void TouchScreenGUI::resetHotbarRects()
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@ -259,6 +259,9 @@ private:
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u64 m_move_downtime = 0;
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// m_move_pos stays valid even after m_move_id has been released.
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v2s32 m_move_pos;
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// This is needed so that we don't miss if m_has_move_id is true for less
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// than one client step, i.e. press and release happen in the same step.
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bool m_had_move_id = false;
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bool m_has_joystick_id = false;
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size_t m_joystick_id;
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