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Fix player:set_animation() in third person view
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BlockMen committed May 3, 2014
1 parent 9370f56 commit cfb2662
Showing 1 changed file with 20 additions and 18 deletions.
38 changes: 20 additions & 18 deletions src/content_cao.cpp
Expand Up @@ -1101,12 +1101,15 @@ class GenericCAO : public ClientActiveObject
v2s32 new_anim = v2s32(0,0);
bool allow_update = false;

if(!player->touching_ground &&
// increase speed if using fast or flying fast
if((g_settings->getBool("fast_move") &&
m_gamedef->checkLocalPrivilege("fast")) &&
(controls.aux1 ||
(!player->touching_ground &&
g_settings->getBool("free_move") &&
m_gamedef->checkLocalPrivilege("fly") &&
g_settings->getBool("fast_move") &&
m_gamedef->checkLocalPrivilege("fast"))
new_speed *= 1.5;
m_gamedef->checkLocalPrivilege("fly"))))
new_speed *= 1.5;
// slowdown speed if sneeking
if(controls.sneak && walking)
new_speed /= 2;

Expand All @@ -1121,20 +1124,18 @@ class GenericCAO : public ClientActiveObject
player->last_animation = DIG_ANIM;
}

if ((new_anim.X + new_anim.Y) > 0) {
// Apply animations if input detected and not attached
// or set idle animation
if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
allow_update = true;
m_animation_range = new_anim;
m_animation_speed = new_speed;
player->last_animation_speed = m_animation_speed;
} else {
player->last_animation = NO_ANIM;
}
// reset animation when no input detected
if (!walking && !controls.LMB && !controls.RMB) {
player->last_animation = NO_ANIM;
if (old_anim != NO_ANIM) {
m_animation_range = player->local_animations[0];
updateAnimation();
updateAnimation();
}
}

Expand Down Expand Up @@ -1798,14 +1799,15 @@ class GenericCAO : public ClientActiveObject
m_animation_blend = readF1000(is);
}
// update animation only if local animations present
// and received animation is not unknown
int frames = 0;
for (int i = 0;i<4;i++) {
frames += (int)player->local_animations[i].Y;
// and received animation is unknown (except idle animation)
bool is_known = false;
for (int i = 1;i<4;i++) {
if(m_animation_range.Y == player->local_animations[i].Y)
is_known = true;
}
if(frames < 1) {
player->last_animation = NO_ANIM;
updateAnimation();
if(!is_known ||
(player->local_animations[1].Y + player->local_animations[2].Y < 1)) {
updateAnimation();
}
}
}
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