Mobile: remove aux1 holding hack
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@ -1021,13 +1021,17 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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bool allow_update = false;
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// increase speed if using fast or flying fast
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if((g_settings->getBool("fast_move") &&
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m_client->checkLocalPrivilege("fast")) &&
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(controls.aux1 ||
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if (g_settings->getBool("fast_move") &&
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m_client->checkLocalPrivilege("fast")) {
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#ifndef HAVE_TOUCHSCREENGUI
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// do not require pressing AUX1 for Fast if HAVE_TOUCHSCREENGUI.
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if ((controls.aux1 ||
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(!player->touching_ground &&
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g_settings->getBool("free_move") &&
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m_client->checkLocalPrivilege("fly"))))
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new_speed *= 1.5;
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#endif
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new_speed *= 1.5;
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}
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// slowdown speed if sneeking
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if (controls.sneak && walking)
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new_speed /= 2;
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@ -928,9 +928,7 @@ private:
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bool m_does_lost_focus_pause_game = false;
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int m_reset_HW_buffer_counter = 0;
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#ifdef HAVE_TOUCHSCREENGUI
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bool m_cache_hold_aux1;
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#endif
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#if defined(__ANDROID__) || defined(__IOS__)
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bool m_android_chat_open;
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#endif
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@ -968,11 +966,6 @@ Game::Game() :
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&settingChangedCallback, this);
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readSettings();
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#ifdef HAVE_TOUCHSCREENGUI
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m_cache_hold_aux1 = false; // This is initialised properly later
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#endif
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}
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@ -1093,11 +1086,6 @@ void Game::run()
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set_light_table(g_settings->getFloat("display_gamma"));
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#ifdef HAVE_TOUCHSCREENGUI
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m_cache_hold_aux1 = g_settings->getBool("fast_move")
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&& client->checkPrivilege("fast");
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#endif
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irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
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g_settings->getU16("screen_h"));
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@ -2215,10 +2203,6 @@ void Game::toggleFast()
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} else {
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m_game_ui->showTranslatedStatusText("Fast mode disabled");
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}
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#ifdef HAVE_TOUCHSCREENGUI
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m_cache_hold_aux1 = fast_move && has_fast_privs;
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#endif
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}
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@ -2531,18 +2515,6 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
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( (u32)(isKeyDown(KeyType::ZOOM) & 0x1) << 9)
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);
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#ifdef HAVE_TOUCHSCREENGUI
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/* For touch, simulate holding down AUX1 (fast move) if the user has
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* the fast_move setting toggled on. If there is an aux1 key defined for
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* touch then its meaning is inverted (i.e. holding aux1 means walk and
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* not fast)
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*/
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if (m_cache_hold_aux1 && !porting::hasRealKeyboard()) {
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control.aux1 = control.aux1 ^ true;
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keypress_bits ^= ((u32)(1U << 5));
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}
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#endif
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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// autojump if set: simulate "jump" key
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@ -502,7 +502,11 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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bool fast_move = fast_allowed && player_settings.fast_move;
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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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#ifndef HAVE_TOUCHSCREENGUI
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bool fast_climb = fast_move && control.aux1 && !player_settings.aux1_descends;
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#else
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bool fast_climb = fast_move && !player_settings.aux1_descends;
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#endif
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bool always_fly_fast = player_settings.always_fly_fast;
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// Whether superspeed mode is used or not
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@ -541,7 +545,10 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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// New minecraft-like descend control
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// Auxiliary button 1 (E)
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if (control.aux1) {
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#ifndef HAVE_TOUCHSCREENGUI
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if (control.aux1)
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#endif
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{
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if (!is_climbing) {
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// aux1 is "Turbo button"
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if (fast_move)
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@ -604,7 +611,11 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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else
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speedV.Y = movement_speed_walk;
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} else {
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#ifndef HAVE_TOUCHSCREENGUI
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if (fast_move && control.aux1)
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#else
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if (fast_move)
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#endif
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speedV.Y = movement_speed_fast;
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else
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speedV.Y = movement_speed_walk;
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@ -661,7 +672,11 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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if ((!touching_ground && !free_move && !is_climbing && !in_liquid) ||
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(!free_move && m_can_jump && control.jump)) {
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// Jumping and falling
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#ifndef HAVE_TOUCHSCREENGUI
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if (superspeed || (fast_move && control.aux1))
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#else
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if (superspeed || fast_move)
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#endif
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incH = movement_acceleration_fast * BS * dtime;
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else
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incH = movement_acceleration_air * BS * dtime;
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