Player::accelerateHorizontal/Vertical should be member of LocalPlayer
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@ -622,3 +622,36 @@ v3s16 LocalPlayer::getStandingNodePos()
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return floatToInt(getPosition() - v3f(0, BS, 0), BS);
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return floatToInt(getPosition() - v3f(0, BS, 0), BS);
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}
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}
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// Horizontal acceleration (X and Z), Y direction is ignored
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void LocalPlayer::accelerateHorizontal(const v3f &target_speed, const f32 max_increase)
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{
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if (max_increase == 0)
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return;
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v3f d_wanted = target_speed - m_speed;
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d_wanted.Y = 0;
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f32 dl = d_wanted.getLength();
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if (dl > max_increase)
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dl = max_increase;
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v3f d = d_wanted.normalize() * dl;
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m_speed.X += d.X;
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m_speed.Z += d.Z;
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}
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// Vertical acceleration (Y), X and Z directions are ignored
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void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_increase)
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{
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if (max_increase == 0)
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return;
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f32 d_wanted = target_speed.Y - m_speed.Y;
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if (d_wanted > max_increase)
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d_wanted = max_increase;
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else if (d_wanted < -max_increase)
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d_wanted = -max_increase;
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m_speed.Y += d_wanted;
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}
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@ -81,6 +81,9 @@ public:
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}
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}
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private:
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private:
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void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
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void accelerateVertical(const v3f &target_speed, const f32 max_increase);
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// This is used for determining the sneaking range
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// This is used for determining the sneaking range
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v3s16 m_sneak_node;
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v3s16 m_sneak_node;
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// Whether the player is allowed to sneak
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// Whether the player is allowed to sneak
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@ -111,41 +111,6 @@ Player::~Player()
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clearHud();
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clearHud();
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}
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}
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// Horizontal acceleration (X and Z), Y direction is ignored
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void Player::accelerateHorizontal(v3f target_speed, f32 max_increase)
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{
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if(max_increase == 0)
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return;
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v3f d_wanted = target_speed - m_speed;
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d_wanted.Y = 0;
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f32 dl = d_wanted.getLength();
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if(dl > max_increase)
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dl = max_increase;
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v3f d = d_wanted.normalize() * dl;
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m_speed.X += d.X;
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m_speed.Z += d.Z;
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}
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// Vertical acceleration (Y), X and Z directions are ignored
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void Player::accelerateVertical(v3f target_speed, f32 max_increase)
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{
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if(max_increase == 0)
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return;
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f32 d_wanted = target_speed.Y - m_speed.Y;
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if(d_wanted > max_increase)
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d_wanted = max_increase;
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else if(d_wanted < -max_increase)
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d_wanted = -max_increase;
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m_speed.Y += d_wanted;
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}
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v3s16 Player::getLightPosition() const
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v3s16 Player::getLightPosition() const
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{
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{
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return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
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return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
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@ -119,9 +119,6 @@ public:
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m_speed = speed;
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m_speed = speed;
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}
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}
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void accelerateHorizontal(v3f target_speed, f32 max_increase);
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void accelerateVertical(v3f target_speed, f32 max_increase);
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v3f getPosition()
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v3f getPosition()
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{
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{
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return m_position;
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return m_position;
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