move(dtime, env, pos_max_d, NULL);
}
-void LocalPlayer::applyControl(float dtime, ClientEnvironment *env)
+void LocalPlayer::applyControl(float dtime, Environment *env)
{
// Clear stuff
swimming_vertical = false;
else
incH = incV = movement_acceleration_default * BS * dtime;
- INodeDefManager *nodemgr = env->getGameDef()->ndef();
+ const INodeDefManager *nodemgr = env->getGameDef()->ndef();
Map *map = &env->getMap();
- bool slippery = false;
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
- slippery = itemgroup_get(f.groups, "slippery");
+ bool slippery = (itemgroup_get(f.groups, "slippery") != 0);
// Accelerate to target speed with maximum increment
accelerateHorizontal(speedH * physics_override_speed,
incH * physics_override_speed, slippery);
v3f d_wanted = target_speed - m_speed;
if (slippery) {
- if (target_speed == v3f(0))
+ if (target_speed == v3f())
d_wanted = -m_speed * 0.05f;
else
- d_wanted = target_speed * 0.1f - m_speed * 0.1f;
+ d_wanted *= 0.1f;
}
- d_wanted.Y = 0;
- f32 dl = d_wanted.getLength();
- if (dl > max_increase)
- dl = max_increase;
+ d_wanted.Y = 0.0f;
+ f32 dl = d_wanted.getLength();
+ if (dl > max_increase)
+ dl = max_increase;
- v3f d = d_wanted.normalize() * dl;
+ v3f d = d_wanted.normalize() * dl;
- m_speed.X += d.X;
- m_speed.Z += d.Z;
+ m_speed.X += d.X;
+ m_speed.Z += d.Z;
}
// Vertical acceleration (Y), X and Z directions are ignored
void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_increase)
{
- if (max_increase == 0)
- return;
+ if (max_increase == 0)
+ return;
- f32 d_wanted = target_speed.Y - m_speed.Y;
- if (d_wanted > max_increase)
- d_wanted = max_increase;
- else if (d_wanted < -max_increase)
- d_wanted = -max_increase;
+ f32 d_wanted = target_speed.Y - m_speed.Y;
+ if (d_wanted > max_increase)
+ d_wanted = max_increase;
+ else if (d_wanted < -max_increase)
+ d_wanted = -max_increase;
- m_speed.Y += d_wanted;
+ m_speed.Y += d_wanted;
}
// Temporary option for old move code