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author | James Ravenscroft <ravenscroftj@gmail.com> | 2013-08-09 09:57:24 +0200 |
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committer | James Ravenscroft <ravenscroftj@gmail.com> | 2013-08-09 09:57:24 +0200 |
commit | 6963e8119ce879843f4bac9042a0d8c8e588c524 (patch) | |
tree | 570feb159749a8fac4a3d07d97debd1fb30f66fc /source | |
parent | Removed the need to recalculate whether player is under water in ApplyFoodExhaustion (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/ClientHandle.cpp | 2 | ||||
-rw-r--r-- | source/Player.cpp | 23 |
2 files changed, 14 insertions, 11 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp index 6df0cfa48..85500a2e4 100644 --- a/source/ClientHandle.cpp +++ b/source/ClientHandle.cpp @@ -34,6 +34,8 @@ + + #define AddPistonDir(x, y, z, dir, amount) switch (dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\ case 2: (z)-=(amount); break; case 3: (z)+=(amount); break;\ case 4: (x)-=(amount); break; case 5: (x)+=(amount); break; } diff --git a/source/Player.cpp b/source/Player.cpp index ba165989a..808976a6c 100644 --- a/source/Player.cpp +++ b/source/Player.cpp @@ -61,8 +61,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName) , m_SprintingMaxSpeed(0.13) , m_IsCrouched(false) , m_IsSprinting(false) - , m_IsSwimming(false) - , m_IsSubmerged(false) + , m_IsSwimming(false) + , m_IsSubmerged(false) , m_EatingFinishTick(-1) { LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d", @@ -182,9 +182,9 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk) } super::Tick(a_Dt, a_Chunk); - - // set player swimming state - SetSwimState( a_Chunk); + + // set player swimming state + SetSwimState( a_Chunk); // handle air drowning stuff HandleAir(); @@ -1338,18 +1338,19 @@ void cPlayer::SetSwimState(cChunk & a_Chunk) int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width; int RelY = (int)floor(m_LastPosY + 0.1); int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width; - // first we check if the player is swimming + + // first we check if the player is swimming // Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn)); - m_IsSwimming = IsBlockWater(BlockIn); - - // now we check if the player is submerged + m_IsSwimming = IsBlockWater(BlockIn); + + // now we check if the player is submerged - VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY+1, RelZ, BlockIn)); + VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY+1, RelZ, BlockIn)); - m_IsSubmerged = IsBlockWater(BlockIn); + m_IsSubmerged = IsBlockWater(BlockIn); } void cPlayer::HandleAir() |