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author | Elias Fleckenstein <eliasfleckenstein@web.de> | 2020-11-04 16:57:41 +0100 |
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committer | Elias Fleckenstein <eliasfleckenstein@web.de> | 2020-11-04 16:57:41 +0100 |
commit | 6ccb5835ff55d85156be91473c598eca9d6cb9a6 (patch) | |
tree | 7f1eaf8b94694c8e24e206909ba8f55a1ebfbb3e /src/client/localplayer.cpp | |
parent | 244713971a976e43e8740b6a9d9d122e37020ef2 (diff) | |
download | dragonfireclient-6ccb5835ff55d85156be91473c598eca9d6cb9a6.tar.xz |
Revert "Make Lint Happy"
This reverts commit ad148587dcf5244c2d2011dba339786c765c54c4.
Diffstat (limited to 'src/client/localplayer.cpp')
-rw-r--r-- | src/client/localplayer.cpp | 255 |
1 files changed, 117 insertions, 138 deletions
diff --git a/src/client/localplayer.cpp b/src/client/localplayer.cpp index 324055796..00195cd02 100644 --- a/src/client/localplayer.cpp +++ b/src/client/localplayer.cpp @@ -34,8 +34,9 @@ with this program; if not, write to the Free Software Foundation, Inc., LocalPlayer */ -LocalPlayer::LocalPlayer(Client *client, const char *name) : - Player(name, client->idef()), m_client(client) +LocalPlayer::LocalPlayer(Client *client, const char *name): + Player(name, client->idef()), + m_client(client) { } @@ -56,11 +57,20 @@ static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes) return b_max; } -bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max) +bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, + const v3f &sneak_max) { - static const v3s16 dir9_center[9] = {v3s16(0, 0, 0), v3s16(1, 0, 0), - v3s16(-1, 0, 0), v3s16(0, 0, 1), v3s16(0, 0, -1), v3s16(1, 0, 1), - v3s16(-1, 0, 1), v3s16(1, 0, -1), v3s16(-1, 0, -1)}; + static const v3s16 dir9_center[9] = { + v3s16( 0, 0, 0), + v3s16( 1, 0, 0), + v3s16(-1, 0, 0), + v3s16( 0, 0, 1), + v3s16( 0, 0, -1), + v3s16( 1, 0, 1), + v3s16(-1, 0, 1), + v3s16( 1, 0, -1), + v3s16(-1, 0, -1) + }; const NodeDefManager *nodemgr = m_client->ndef(); MapNode node; @@ -73,8 +83,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, const v3f &snea position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod; // Get position of current standing node - const v3s16 current_node = - floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS); + const v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS); if (current_node != m_sneak_node) { new_sneak_node_exists = false; @@ -103,19 +112,18 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, const v3f &snea fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z) continue; + // The node to be sneaked on has to be walkable node = map->getNode(p, &is_valid_position); - if (!is_valid_position || !nodemgr->get(node).walkable) + if (!is_valid_position || ! nodemgr->get(node).walkable) continue; // And the node(s) above have to be nonwalkable bool ok = true; if (!physics_override_sneak_glitch) { - u16 height = ceilf((m_collisionbox.MaxEdge.Y - - m_collisionbox.MinEdge.Y) / - BS); + u16 height = + ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS); for (u16 y = 1; y <= height; y++) { - node = map->getNode( - p + v3s16(0, y, 0), &is_valid_position); + node = map->getNode(p + v3s16(0, y, 0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) { ok = false; break; @@ -124,7 +132,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, const v3f &snea } else { // legacy behaviour: check just one node node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position); - ok = is_valid_position && !nodemgr->get(node).walkable; + ok = is_valid_position && ! nodemgr->get(node).walkable; } if (!ok) continue; @@ -146,13 +154,14 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, const v3f &snea if (physics_override_sneak_glitch) { // Detect sneak ladder: // Node two meters above sneak node must be solid - node = map->getNode(m_sneak_node + v3s16(0, 2, 0), &is_valid_position); + node = map->getNode(m_sneak_node + v3s16(0, 2, 0), + &is_valid_position); if (is_valid_position && nodemgr->get(node).walkable) { // Node three meters above: must be non-solid node = map->getNode(m_sneak_node + v3s16(0, 3, 0), - &is_valid_position); - m_sneak_ladder_detected = - is_valid_position && !nodemgr->get(node).walkable; + &is_valid_position); + m_sneak_ladder_detected = is_valid_position && + ! nodemgr->get(node).walkable; } } return true; @@ -163,7 +172,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, { if (m_cao && m_cao->m_waiting_for_reattach > 0) m_cao->m_waiting_for_reattach -= dtime; - + // Node at feet position, update each ClientEnvironment::step() if (!collision_info || collision_info->empty()) m_standing_node = floatToInt(m_position, BS); @@ -218,13 +227,13 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, */ // If in liquid, the threshold of coming out is at higher y - if (in_liquid) { + if (in_liquid) + { pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS); node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); - liquid_viscosity = - nodemgr->get(node.getContent()).liquid_viscosity; + liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; } else { in_liquid = false; } @@ -235,13 +244,13 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); - liquid_viscosity = - nodemgr->get(node.getContent()).liquid_viscosity; + liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; } else { in_liquid = false; } } + /* Check if player is in liquid (the stable value) */ @@ -267,16 +276,14 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, is_climbing = false; } else { is_climbing = (nodemgr->get(node.getContent()).climbable || - nodemgr->get(node2.getContent()) - .climbable) && - !free_move; + nodemgr->get(node2.getContent()).climbable) && !free_move; } /* Collision uncertainty radius Make it a bit larger than the maximum distance of movement */ - // f32 d = pos_max_d * 1.1; + //f32 d = pos_max_d * 1.1; // A fairly large value in here makes moving smoother f32 d = 0.15f * BS; @@ -285,21 +292,19 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, // Player object property step height is multiplied by BS in // /src/script/common/c_content.cpp and /src/content_sao.cpp - float player_stepheight = - (m_cao == nullptr) ? 0.0f - : (touching_ground ? m_cao->getStepHeight() - : (0.2f * BS)); + float player_stepheight = (m_cao == nullptr) ? 0.0f : + (touching_ground ? m_cao->getStepHeight() : (0.2f * BS)); v3f accel_f; const v3f initial_position = position; const v3f initial_speed = m_speed; - collisionMoveResult result = collisionMoveSimple(env, m_client, pos_max_d, - m_collisionbox, player_stepheight, dtime, &position, &m_speed, - accel_f, NULL, true, true); + collisionMoveResult result = collisionMoveSimple(env, m_client, + pos_max_d, m_collisionbox, player_stepheight, dtime, + &position, &m_speed, accel_f, NULL, true, true); - bool could_sneak = control.sneak && !free_move && !in_liquid && !is_climbing && - physics_override_sneak; + bool could_sneak = control.sneak && !free_move && !in_liquid && + !is_climbing && physics_override_sneak; // Add new collisions to the vector if (collision_info && !free_move) { @@ -362,10 +367,10 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, // (BS * 0.6f) is the basic stepheight while standing on ground if (y_diff < BS * 0.6f) { // Only center player when they're on the node - position.X = rangelim(position.X, bmin.X - sneak_max.X, - bmax.X + sneak_max.X); - position.Z = rangelim(position.Z, bmin.Z - sneak_max.Z, - bmax.Z + sneak_max.Z); + position.X = rangelim(position.X, + bmin.X - sneak_max.X, bmax.X + sneak_max.X); + position.Z = rangelim(position.Z, + bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z); if (position.X != old_pos.X) m_speed.X = 0.0f; @@ -388,7 +393,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, if (m_speed.Y == 0.0f || m_sneak_ladder_detected) sneak_can_jump = true; - if (collision_info && m_speed.Y - old_speed.Y > BS) { + if (collision_info && + m_speed.Y - old_speed.Y > BS) { // Collide with sneak node, report fall damage CollisionInfo sn_info; sn_info.node_p = m_sneak_node; @@ -417,8 +423,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, */ if (!result.standing_on_object && !touching_ground_was && touching_ground) { - m_client->getEventManager()->put( - new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND)); + m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND)); // Set camera impact value to be used for view bobbing camera_impact = getSpeed().Y * -1; @@ -438,18 +443,16 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, Check properties of the node on which the player is standing */ const ContentFeatures &f = nodemgr->get(map->getNode(m_standing_node)); - const ContentFeatures &f1 = - nodemgr->get(map->getNode(m_standing_node + v3s16(0, 1, 0))); + const ContentFeatures &f1 = nodemgr->get(map->getNode(m_standing_node + v3s16(0, 1, 0))); // Determine if jumping is possible m_disable_jump = itemgroup_get(f.groups, "disable_jump") || - itemgroup_get(f1.groups, "disable_jump"); - m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && - !m_disable_jump; + itemgroup_get(f1.groups, "disable_jump"); + m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && !m_disable_jump; // Jump key pressed while jumping off from a bouncy block if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") && - m_speed.Y >= -0.5f * BS) { + m_speed.Y >= -0.5f * BS) { float jumpspeed = movement_speed_jump * physics_override_jump; if (m_speed.Y > 1.0f) { // Reduce boost when speed already is high @@ -458,7 +461,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, m_speed.Y += jumpspeed; } setSpeed(m_speed); - if (!m_freecam) + if (! m_freecam) m_legit_speed = m_speed; m_can_jump = false; } @@ -500,8 +503,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env) bool free_move = fly_allowed && player_settings.free_move; bool fast_move = fast_allowed && player_settings.fast_move; bool pitch_move = (free_move || in_liquid) && player_settings.pitch_move; - // When aux1_descends is enabled the fast key is used to go down, so fast isn't - // possible + // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible bool fast_climb = fast_move && control.aux1 && !player_settings.aux1_descends; bool always_fly_fast = player_settings.always_fly_fast; @@ -578,8 +580,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env) speedH -= v3f(0.0f, 0.0f, 1.0f); if (!control.up && !control.down) - speedH -= v3f(0.0f, 0.0f, 1.0f) * - (control.forw_move_joystick_axis / 32767.f); + speedH -= v3f(0.0f, 0.0f, 1.0f) * (control.forw_move_joystick_axis / 32767.f); if (control.left) speedH += v3f(-1.0f, 0.0f, 0.0f); @@ -588,8 +589,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env) speedH += v3f(1.0f, 0.0f, 0.0f); if (!control.left && !control.right) - speedH += v3f(1.0f, 0.0f, 0.0f) * - (control.sidew_move_joystick_axis / 32767.f); + speedH += v3f(1.0f, 0.0f, 0.0f) * (control.sidew_move_joystick_axis / 32767.f); if (m_autojump) { // release autojump after a given time @@ -621,8 +621,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env) if (speedJ.Y >= -0.5f * BS) { speedJ.Y = movement_speed_jump * physics_override_jump; setSpeed(speedJ); - m_client->getEventManager()->put(new SimpleTriggerEvent( - MtEvent::PLAYER_JUMP)); + m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP)); } } else if (in_liquid && !m_disable_jump) { if (fast_climb) @@ -642,8 +641,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env) if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb)) speedH = speedH.normalize() * movement_speed_fast; - else if (control.sneak && !free_move && !in_liquid && !in_liquid_stable && - !g_settings->getBool("no_slow")) + else if (control.sneak && !free_move && !in_liquid && !in_liquid_stable && !g_settings->getBool("no_slow")) speedH = speedH.normalize() * movement_speed_crouch; else speedH = speedH.normalize() * movement_speed_walk; @@ -679,8 +677,8 @@ void LocalPlayer::applyControl(float dtime, Environment *env) // Accelerate to target speed with maximum increment accelerate((speedH + speedV) * physics_override_speed, - incH * physics_override_speed * slip_factor, - incV * physics_override_speed, pitch_move); + incH * physics_override_speed * slip_factor, incV * physics_override_speed, + pitch_move); } v3s16 LocalPlayer::getStandingNodePos() @@ -715,15 +713,13 @@ v3s16 LocalPlayer::getLightPosition() const v3f LocalPlayer::getEyeOffset() const { - float eye_height = - camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height; + float eye_height = camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height; return v3f(0.0f, BS * eye_height, 0.0f); } ClientActiveObject *LocalPlayer::getParent() const { - return (m_cao && !g_settings->getBool("entity_speed")) ? m_cao->getParent() - : nullptr; + return (m_cao && ! g_settings->getBool("entity_speed")) ? m_cao->getParent() : nullptr; } bool LocalPlayer::isDead() const @@ -741,19 +737,17 @@ void LocalPlayer::tryReattach(int id) bool LocalPlayer::isWaitingForReattach() const { - return g_settings->getBool("entity_speed") && m_cao && !m_cao->getParent() && - m_cao->m_waiting_for_reattach > 0; + return g_settings->getBool("entity_speed") && m_cao && ! m_cao->getParent() && m_cao->m_waiting_for_reattach > 0; } // 3D acceleration void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H, - const f32 max_increase_V, const bool use_pitch) + const f32 max_increase_V, const bool use_pitch) { const f32 yaw = getYaw(); const f32 pitch = getPitch(); v3f flat_speed = m_speed; - // Rotate speed vector by -yaw and -pitch to make it relative to the player's yaw - // and pitch + // Rotate speed vector by -yaw and -pitch to make it relative to the player's yaw and pitch flat_speed.rotateXZBy(-yaw); if (use_pitch) flat_speed.rotateYZBy(-pitch); @@ -790,7 +784,7 @@ void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H, // Temporary option for old move code void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, - std::vector<CollisionInfo> *collision_info) + std::vector<CollisionInfo> *collision_info) { Map *map = &env->getMap(); const NodeDefManager *nodemgr = m_client->ndef(); @@ -840,8 +834,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); - liquid_viscosity = - nodemgr->get(node.getContent()).liquid_viscosity; + liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; } else { in_liquid = false; } @@ -851,8 +844,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); - liquid_viscosity = - nodemgr->get(node.getContent()).liquid_viscosity; + liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; } else { in_liquid = false; } @@ -881,15 +873,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, is_climbing = false; else is_climbing = (nodemgr->get(node.getContent()).climbable || - nodemgr->get(node2.getContent()) - .climbable) && - !free_move; + nodemgr->get(node2.getContent()).climbable) && !free_move; /* Collision uncertainty radius Make it a bit larger than the maximum distance of movement */ - // f32 d = pos_max_d * 1.1; + //f32 d = pos_max_d * 1.1; // A fairly large value in here makes moving smoother f32 d = 0.15f * BS; // This should always apply, otherwise there are glitches @@ -917,8 +907,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, /* Collision seems broken, since player is sinking when sneaking over the edges of current sneaking_node. - TODO (when fixed): Set Y-speed only to 0 when position.Y < - new_y. + TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y. */ if (m_speed.Y < 0.0f) m_speed.Y = 0.0f; @@ -932,9 +921,9 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, const v3f initial_position = position; const v3f initial_speed = m_speed; - collisionMoveResult result = collisionMoveSimple(env, m_client, pos_max_d, - m_collisionbox, player_stepheight, dtime, &position, &m_speed, - accel_f, NULL, true, true); + collisionMoveResult result = collisionMoveSimple(env, m_client, + pos_max_d, m_collisionbox, player_stepheight, dtime, + &position, &m_speed, accel_f, NULL, true, true); // Positition was slightly changed; update standing node pos if (touching_ground) @@ -951,7 +940,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, bool touching_ground_was = touching_ground; touching_ground = result.touching_ground; - // bool standing_on_unloaded = result.standing_on_unloaded; + //bool standing_on_unloaded = result.standing_on_unloaded; /* Check the nodes under the player to see from which node the @@ -977,51 +966,44 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, if (m_need_to_get_new_sneak_node && physics_override_sneak) { m_sneak_node_bb_ymax = 0.0f; - v3s16 pos_i_bottom = floatToInt( - position - v3f(0.0f, position_y_mod, 0.0f), BS); + v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS); v2f player_p2df(position.X, position.Z); f32 min_distance_f = 100000.0f * BS; // If already seeking from some node, compare to it. v3s16 new_sneak_node = m_sneak_node; - for (s16 x = -1; x <= 1; x++) - for (s16 z = -1; z <= 1; z++) { - v3s16 p = pos_i_bottom + v3s16(x, 0, z); - v3f pf = intToFloat(p, BS); - v2f node_p2df(pf.X, pf.Z); - f32 distance_f = player_p2df.getDistanceFrom(node_p2df); - f32 max_axis_distance_f = MYMAX( - std::fabs(player_p2df.X - node_p2df.X), - std::fabs(player_p2df.Y - node_p2df.Y)); - - if (distance_f > min_distance_f || - max_axis_distance_f > - 0.5f * BS + sneak_max + - 0.1f * BS) - continue; + for (s16 x= -1; x <= 1; x++) + for (s16 z= -1; z <= 1; z++) { + v3s16 p = pos_i_bottom + v3s16(x, 0, z); + v3f pf = intToFloat(p, BS); + v2f node_p2df(pf.X, pf.Z); + f32 distance_f = player_p2df.getDistanceFrom(node_p2df); + f32 max_axis_distance_f = MYMAX( + std::fabs(player_p2df.X - node_p2df.X), + std::fabs(player_p2df.Y - node_p2df.Y)); + + if (distance_f > min_distance_f || + max_axis_distance_f > 0.5f * BS + sneak_max + 0.1f * BS) + continue; - // The node to be sneaked on has to be walkable - node = map->getNode(p, &is_valid_position); - if (!is_valid_position || !nodemgr->get(node).walkable) - continue; - // And the node above it has to be nonwalkable - node = map->getNode( - p + v3s16(0, 1, 0), &is_valid_position); + // The node to be sneaked on has to be walkable + node = map->getNode(p, &is_valid_position); + if (!is_valid_position || !nodemgr->get(node).walkable) + continue; + // And the node above it has to be nonwalkable + node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position); + if (!is_valid_position || nodemgr->get(node).walkable) + continue; + // If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable + if (!physics_override_sneak_glitch) { + node = map->getNode(p + v3s16(0, 2, 0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) continue; - // If not 'sneak_glitch' the node 2 nodes above it has to - // be nonwalkable - if (!physics_override_sneak_glitch) { - node = map->getNode(p + v3s16(0, 2, 0), - &is_valid_position); - if (!is_valid_position || - nodemgr->get(node).walkable) - continue; - } - - min_distance_f = distance_f; - new_sneak_node = p; } + min_distance_f = distance_f; + new_sneak_node = p; + } + bool sneak_node_found = (min_distance_f < 100000.0f * BS * 0.9f); m_sneak_node = new_sneak_node; @@ -1065,8 +1047,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, } if (!result.standing_on_object && !touching_ground_was && touching_ground) { - m_client->getEventManager()->put( - new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND)); + m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND)); // Set camera impact value to be used for view bobbing camera_impact = getSpeed().Y * -1.0f; } @@ -1134,8 +1115,8 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH) } void LocalPlayer::handleAutojump(f32 dtime, Environment *env, - const collisionMoveResult &result, const v3f &initial_position, - const v3f &initial_speed, f32 pos_max_d) + const collisionMoveResult &result, const v3f &initial_position, + const v3f &initial_speed, f32 pos_max_d) { PlayerSettings &player_settings = getPlayerSettings(); if (!player_settings.autojump) @@ -1145,11 +1126,11 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env, return; bool control_forward = control.up || - (!control.up && !control.down && - control.forw_move_joystick_axis < -0.05f); + (!control.up && !control.down && + control.forw_move_joystick_axis < -0.05f); bool could_autojump = - m_can_jump && !control.jump && !control.sneak && control_forward; + m_can_jump && !control.jump && !control.sneak && control_forward; if (!could_autojump) return; @@ -1176,14 +1157,12 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env, bool is_position_valid; for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; ++z) { for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; ++x) { - MapNode n = env->getMap().getNode( - v3s16(x, ceilpos_max.Y, z), &is_position_valid); + MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid); if (!is_position_valid) - break; // won't collide with the void outside + break; // won't collide with the void outside if (n.getContent() == CONTENT_IGNORE) - return; // players collide with ignore blocks -> same as - // walkable + return; // players collide with ignore blocks -> same as walkable const ContentFeatures &f = ndef->get(n); if (f.walkable) return; // would bump head, don't jump @@ -1196,8 +1175,7 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env, // try at peak of jump, zero step height collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d, - m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f), - NULL, true, true); + m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f), NULL, true, true); // see if we can get a little bit farther horizontally if we had // jumped @@ -1210,3 +1188,4 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env, m_autojump_time = 0.1f; } } + |