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authorCraig Robbins <kde.psych@gmail.com>2015-05-15 13:20:53 +1000
committerCraig Robbins <kde.psych@gmail.com>2015-05-15 13:22:07 +1000
commit99cf53c9087671d0a2130d2272b9a4f61d680517 (patch)
tree0d74dddfea1f52069ed6d4ba137fe047ee45e893 /src
parent33a633a6317d272ffd06320c92416644a367b186 (diff)
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ANDROID: Do not limit situations where fast is enabled
Before this commit autofast for Android was ignored if the user was sneaking, digging or building. There is no reason for this and it impedes movement control
Diffstat (limited to 'src')
-rw-r--r--src/game.cpp13
1 files changed, 3 insertions, 10 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 74ae211bf..e27ec37dd 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -2997,17 +2997,10 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
#ifdef ANDROID
/* For Android, invert the meaning of holding down the fast button (i.e.
- * holding down the fast button -- if there is one -- means walk), unless
- * performing an action, sneaking or jumping.
+ * holding down the fast button -- if there is one -- means walk)
*/
- const u32 autofast_exludebits =
- (1U << 4) | (1U << 6) // jump, sneak
- | (1U << 7) | (1U << 8); // left state, right state
-
- if ((keypress_bits & autofast_exludebits) == 0) {
- control.aux1 = control.aux1 ^ true;
- keypress_bits ^= ((u32)(1U << 5));
- }
+ control.aux1 = control.aux1 ^ true;
+ keypress_bits ^= ((u32)(1U << 5));
#endif
client->setPlayerControl(control);