void GenericCAO::step(float dtime, ClientEnvironment *env)
{
// Handel model of local player instantly to prevent lags
- if(m_is_local_player)
- {
+ if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
-
- if (m_is_visible)
- {
+ if (m_is_visible) {
int old_anim = player->last_animation;
float old_anim_speed = player->last_animation_speed;
m_position = player->getPosition() + v3f(0,BS,0);
m_acceleration = v3f(0,0,0);
pos_translator.vect_show = m_position;
m_yaw = player->getYaw();
- PlayerControl controls = player->getPlayerControl();
+ const PlayerControl &controls = player->getPlayerControl();
bool walking = false;
if (controls.up || controls.down || controls.left || controls.right ||
m_client->checkLocalPrivilege("fly"))))
new_speed *= 1.5;
// slowdown speed if sneeking
- if(controls.sneak && walking)
+ if (controls.sneak && walking)
new_speed /= 2;
- if(walking && (controls.LMB || controls.RMB))
- {
+ if (walking && (controls.LMB || controls.RMB)) {
new_anim = player->local_animations[3];
player->last_animation = WD_ANIM;
} else if(walking) {
// Apply animations if input detected and not attached
// or set idle animation
- if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
- {
+ if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
allow_update = true;
m_animation_range = new_anim;
m_animation_speed = new_speed;
} else {
player->last_animation = NO_ANIM;
- if (old_anim != NO_ANIM)
- {
+ if (old_anim != NO_ANIM) {
m_animation_range = player->local_animations[0];
updateAnimation();
}