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Fix overrideable hand ToolCapabilities and range (#15743)
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d085f0fb52
commit
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6 changed files with 42 additions and 32 deletions
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@ -592,7 +592,7 @@ protected:
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void handlePointingAtNode(const PointedThing &pointed,
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const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
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void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
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const v3f &player_position, bool show_debug);
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const ItemStack &hand_item, const v3f &player_position, bool show_debug);
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void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
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const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
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void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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@ -2953,14 +2953,14 @@ void Game::updateCamera(f32 dtime)
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LocalPlayer *player = env.getLocalPlayer();
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// For interaction purposes, get info about the held item
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ItemStack playeritem;
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ItemStack playeritem, hand;
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{
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ItemStack selected, hand;
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ItemStack selected;
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playeritem = player->getWieldedItem(&selected, &hand);
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}
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ToolCapabilities playeritem_toolcap =
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playeritem.getToolCapabilities(itemdef_manager);
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playeritem.getToolCapabilities(itemdef_manager, &hand);
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float full_punch_interval = playeritem_toolcap.full_punch_interval;
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float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
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@ -3067,8 +3067,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
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ItemStack selected_item, hand_item;
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const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
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const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
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f32 d = getToolRange(selected_item, hand_item, itemdef_manager);
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const ItemDefinition &selected_def = tool_item.getDefinition(itemdef_manager);
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f32 d = getToolRange(tool_item, hand_item, itemdef_manager);
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core::line3d<f32> shootline;
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@ -3185,7 +3185,7 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
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} else if (pointed.type == POINTEDTHING_OBJECT) {
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v3f player_position = player->getPosition();
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bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
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handlePointingAtObject(pointed, tool_item, player_position,
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handlePointingAtObject(pointed, tool_item, hand_item, player_position,
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m_game_ui->m_flags.show_basic_debug && basic_debug_allowed);
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} else if (isKeyDown(KeyType::DIG)) {
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// When button is held down in air, show continuous animation
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@ -3599,8 +3599,8 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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}
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}
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void Game::handlePointingAtObject(const PointedThing &pointed,
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const ItemStack &tool_item, const v3f &player_position, bool show_debug)
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void Game::handlePointingAtObject(const PointedThing &pointed, const ItemStack &tool_item,
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const ItemStack &hand_item, const v3f &player_position, bool show_debug)
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{
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std::wstring infotext = unescape_translate(
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utf8_to_wide(runData.selected_object->infoText()));
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@ -3638,7 +3638,7 @@ void Game::handlePointingAtObject(const PointedThing &pointed,
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v3f dir = (objpos - player_position).normalize();
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bool disable_send = runData.selected_object->directReportPunch(
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dir, &tool_item, runData.time_from_last_punch);
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dir, &tool_item, &hand_item, runData.time_from_last_punch);
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runData.time_from_last_punch = 0;
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if (!disable_send)
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@ -3659,13 +3659,14 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
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ClientMap &map = client->getEnv().getClientMap();
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MapNode n = map.getNode(nodepos);
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const auto &features = nodedef_manager->get(n);
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const ItemStack &tool_item = selected_item.name.empty() ? hand_item : selected_item;
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// NOTE: Similar piece of code exists on the server side for
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// cheat detection.
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// Get digging parameters
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DigParams params = getDigParams(features.groups,
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&selected_item.getToolCapabilities(itemdef_manager),
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selected_item.wear);
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&tool_item.getToolCapabilities(itemdef_manager, &hand_item),
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tool_item.wear);
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// If can't dig, try hand
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if (!params.diggable) {
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