Fix camera "jumping" when attached and the parent goes too fast
parent
f85c1165c2
commit
c1bf6f9f7a
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@ -218,6 +218,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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// Smooth the movement when walking up stairs
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// Smooth the movement when walking up stairs
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v3f old_player_position = m_playernode->getPosition();
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v3f old_player_position = m_playernode->getPosition();
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v3f player_position = player->getPosition();
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v3f player_position = player->getPosition();
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if (player->isAttached && player->parent)
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player_position = player->parent->getPosition();
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//if(player->touching_ground && player_position.Y > old_player_position.Y)
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//if(player->touching_ground && player_position.Y > old_player_position.Y)
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if(player->touching_ground &&
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if(player->touching_ground &&
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player_position.Y > old_player_position.Y)
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player_position.Y > old_player_position.Y)
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@ -1129,6 +1129,7 @@ public:
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{
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{
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LocalPlayer *player = m_env->getLocalPlayer();
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LocalPlayer *player = m_env->getLocalPlayer();
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player->overridePosition = getParent()->getPosition();
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player->overridePosition = getParent()->getPosition();
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m_env->getLocalPlayer()->parent = getParent();
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}
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}
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}
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}
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else
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else
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@ -35,6 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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LocalPlayer::LocalPlayer(IGameDef *gamedef):
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LocalPlayer::LocalPlayer(IGameDef *gamedef):
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Player(gamedef),
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Player(gamedef),
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parent(0),
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isAttached(false),
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isAttached(false),
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overridePosition(v3f(0,0,0)),
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overridePosition(v3f(0,0,0)),
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last_position(v3f(0,0,0)),
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last_position(v3f(0,0,0)),
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@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class ClientEnvironment;
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class ClientEnvironment;
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class ClientActiveObject;
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class LocalPlayer : public Player
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class LocalPlayer : public Player
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{
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{
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public:
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public:
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@ -35,6 +37,8 @@ public:
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{
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{
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return true;
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return true;
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}
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}
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ClientActiveObject *parent;
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bool isAttached;
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bool isAttached;
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