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);
void old_move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info);
- void applyControl(float dtime, ClientEnvironment *env);
+ void applyControl(float dtime, Environment *env);
v3s16 getStandingNodePos();
v3s16 getFootstepNodePos();