Dont allow fast move in water or ladder when aux1_descend is true
parent
b0e6806077
commit
e38d65f8d1
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@ -389,7 +389,8 @@ void LocalPlayer::applyControl(float dtime)
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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bool fast_move = fast_allowed && g_settings->getBool("fast_move");
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bool fast_or_aux1_descends = (fast_move && control.aux1) || (fast_move && g_settings->getBool("aux1_descends"));
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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 && !g_settings->getBool("aux1_descends");
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bool continuous_forward = g_settings->getBool("continuous_forward");
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// Whether superspeed mode is used or not
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@ -418,14 +419,12 @@ void LocalPlayer::applyControl(float dtime)
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}
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else if(in_liquid || in_liquid_stable)
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{
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// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
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speedV.Y = -movement_speed_fast;
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speedV.Y = -movement_speed_walk;
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swimming_vertical = true;
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}
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else if(is_climbing)
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{
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// Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
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speedV.Y = -movement_speed_fast;
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speedV.Y = -movement_speed_climb;
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}
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else
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{
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@ -462,8 +461,7 @@ void LocalPlayer::applyControl(float dtime)
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}
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else if(in_liquid || in_liquid_stable)
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{
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if(fast_or_aux1_descends)
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// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
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if(fast_climb)
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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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@ -471,8 +469,7 @@ void LocalPlayer::applyControl(float dtime)
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}
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else if(is_climbing)
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{
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if(fast_or_aux1_descends)
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// Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
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if(fast_climb)
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speedV.Y = -movement_speed_fast;
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else
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speedV.Y = -movement_speed_climb;
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@ -538,8 +535,7 @@ void LocalPlayer::applyControl(float dtime)
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}
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else if(in_liquid)
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{
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if(fast_or_aux1_descends)
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// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
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if(fast_climb)
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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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@ -547,8 +543,7 @@ void LocalPlayer::applyControl(float dtime)
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}
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else if(is_climbing)
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{
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if(fast_or_aux1_descends)
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// Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
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if(fast_climb)
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speedV.Y = movement_speed_fast;
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else
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speedV.Y = movement_speed_climb;
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@ -556,7 +551,7 @@ void LocalPlayer::applyControl(float dtime)
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}
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// The speed of the player (Y is ignored)
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if(superspeed || (is_climbing && fast_or_aux1_descends) || ((in_liquid || in_liquid_stable) && fast_or_aux1_descends))
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if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
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speedH = speedH.normalize() * movement_speed_fast;
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else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
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speedH = speedH.normalize() * movement_speed_crouch;
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@ -575,10 +570,7 @@ void LocalPlayer::applyControl(float dtime)
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incH = movement_acceleration_air * BS * dtime;
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incV = 0; // No vertical acceleration in air
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}
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else if(superspeed || (fast_move && control.aux1))
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incH = incV = movement_acceleration_fast * BS * dtime;
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else if ((in_liquid || in_liquid_stable) && fast_or_aux1_descends)
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// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
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else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
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incH = incV = movement_acceleration_fast * BS * dtime;
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else
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incH = incV = movement_acceleration_default * BS * dtime;
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