#include "server.h"
#include "scripting_server.h"
#include "genericobject.h"
+#include "settings.h"
#include <algorithm>
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
m_velocity += dtime * m_acceleration;
}
- if((m_prop.automatic_face_movement_dir) &&
- (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
- {
- float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
- + m_prop.automatic_face_movement_dir_offset;
+ if (m_prop.automatic_face_movement_dir &&
+ (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
+
+ float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
+ + m_prop.automatic_face_movement_dir_offset;
float max_rotation_delta =
dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
+ float delta = wrapDegrees_0_360(target_yaw - m_yaw);
- if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
- (fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
-
- m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
+ if (delta > max_rotation_delta && 360 - delta > max_rotation_delta) {
+ m_yaw += (delta < 180) ? max_rotation_delta : -max_rotation_delta;
+ m_yaw = wrapDegrees_0_360(m_yaw);
} else {
- m_yaw = optimal_yaw;
+ m_yaw = target_yaw;
}
}
}
m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
m_prop.pointable = true;
- // start of default appearance, this should be overwritten by LUA
+ // Start of default appearance, this should be overwritten by Lua
m_prop.visual = "upright_sprite";
m_prop.visual_size = v2f(1, 2);
m_prop.textures.clear();
m_prop.colors.emplace_back(255, 255, 255, 255);
m_prop.spritediv = v2s16(1,1);
m_prop.eye_height = 1.625f;
- // end of default appearance
+ // End of default appearance
m_prop.is_visible = true;
m_prop.makes_footstep_sound = true;
m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
- m_prop.can_zoom = true;
m_hp = m_prop.hp_max;
m_breath = m_prop.breath_max;
+ // Disable zoom in survival mode using a value of 0
+ m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
}
PlayerSAO::~PlayerSAO()