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Extend pitch fly mode to swimming (#7943)
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parent
7d7ccf5c0f
commit
aa5ec2ec02
12 changed files with 38 additions and 28 deletions
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@ -468,6 +468,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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{
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// Clear stuff
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swimming_vertical = false;
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swimming_pitch = false;
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setPitch(control.pitch);
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setYaw(control.yaw);
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@ -492,7 +493,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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bool free_move = fly_allowed && player_settings.free_move;
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bool fast_move = fast_allowed && player_settings.fast_move;
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bool pitch_fly = free_move && player_settings.pitch_fly;
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bool pitch_move = (free_move || in_liquid) && player_settings.pitch_move;
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// When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
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bool fast_climb = fast_move && control.aux1 && !player_settings.aux1_descends;
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bool continuous_forward = player_settings.continuous_forward;
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@ -685,10 +686,17 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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if (!free_move)
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slip_factor = getSlipFactor(env, speedH);
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// Don't sink when swimming in pitch mode
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if (pitch_move && in_liquid) {
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v3f controlSpeed = speedH + speedV;
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if (controlSpeed.getLength() > 0.01f)
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swimming_pitch = true;
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}
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// Accelerate to target speed with maximum increment
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accelerate((speedH + speedV) * physics_override_speed,
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incH * physics_override_speed * slip_factor, incV * physics_override_speed,
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pitch_fly);
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pitch_move);
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}
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v3s16 LocalPlayer::getStandingNodePos()
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