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-rw-r--r--src/content_cao.cpp20
1 files changed, 7 insertions, 13 deletions
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index 2a4acd373..1bb24aa88 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -1041,12 +1041,9 @@ void GenericCAO::updateNodePos()
void GenericCAO::step(float dtime, ClientEnvironment *env)
{
// Handel model of local player instantly to prevent lags
- if(m_is_local_player)
- {
+ if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
-
- if (m_is_visible)
- {
+ if (m_is_visible) {
int old_anim = player->last_animation;
float old_anim_speed = player->last_animation_speed;
m_position = player->getPosition() + v3f(0,BS,0);
@@ -1054,7 +1051,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
m_acceleration = v3f(0,0,0);
pos_translator.vect_show = m_position;
m_yaw = player->getYaw();
- PlayerControl controls = player->getPlayerControl();
+ const PlayerControl &controls = player->getPlayerControl();
bool walking = false;
if (controls.up || controls.down || controls.left || controls.right ||
@@ -1075,11 +1072,10 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
m_client->checkLocalPrivilege("fly"))))
new_speed *= 1.5;
// slowdown speed if sneeking
- if(controls.sneak && walking)
+ if (controls.sneak && walking)
new_speed /= 2;
- if(walking && (controls.LMB || controls.RMB))
- {
+ if (walking && (controls.LMB || controls.RMB)) {
new_anim = player->local_animations[3];
player->last_animation = WD_ANIM;
} else if(walking) {
@@ -1092,8 +1088,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
// Apply animations if input detected and not attached
// or set idle animation
- if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
- {
+ if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
allow_update = true;
m_animation_range = new_anim;
m_animation_speed = new_speed;
@@ -1101,8 +1096,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
} else {
player->last_animation = NO_ANIM;
- if (old_anim != NO_ANIM)
- {
+ if (old_anim != NO_ANIM) {
m_animation_range = player->local_animations[0];
updateAnimation();
}