diff options
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r-- | src/localplayer.cpp | 28 |
1 files changed, 10 insertions, 18 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp index b69bdb24f..9c70c8b2f 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -389,7 +389,8 @@ void LocalPlayer::applyControl(float dtime) bool free_move = fly_allowed && g_settings->getBool("free_move"); bool fast_move = fast_allowed && g_settings->getBool("fast_move"); - bool fast_or_aux1_descends = (fast_move && control.aux1) || (fast_move && g_settings->getBool("aux1_descends")); + // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible + bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends"); bool continuous_forward = g_settings->getBool("continuous_forward"); // Whether superspeed mode is used or not @@ -418,14 +419,12 @@ void LocalPlayer::applyControl(float dtime) } else if(in_liquid || in_liquid_stable) { - // 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 - speedV.Y = -movement_speed_fast; + speedV.Y = -movement_speed_walk; swimming_vertical = true; } else if(is_climbing) { - // 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 - speedV.Y = -movement_speed_fast; + speedV.Y = -movement_speed_climb; } else { @@ -462,8 +461,7 @@ void LocalPlayer::applyControl(float dtime) } else if(in_liquid || in_liquid_stable) { - if(fast_or_aux1_descends) - // 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 + if(fast_climb) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_walk; @@ -471,8 +469,7 @@ void LocalPlayer::applyControl(float dtime) } else if(is_climbing) { - if(fast_or_aux1_descends) - // 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 + if(fast_climb) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_climb; @@ -538,8 +535,7 @@ void LocalPlayer::applyControl(float dtime) } else if(in_liquid) { - if(fast_or_aux1_descends) - // 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 + if(fast_climb) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_walk; @@ -547,8 +543,7 @@ void LocalPlayer::applyControl(float dtime) } else if(is_climbing) { - if(fast_or_aux1_descends) - // 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 + if(fast_climb) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_climb; @@ -556,7 +551,7 @@ void LocalPlayer::applyControl(float dtime) } // The speed of the player (Y is ignored) - if(superspeed || (is_climbing && fast_or_aux1_descends) || ((in_liquid || in_liquid_stable) && fast_or_aux1_descends)) + if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb)) speedH = speedH.normalize() * movement_speed_fast; else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable) speedH = speedH.normalize() * movement_speed_crouch; @@ -575,10 +570,7 @@ void LocalPlayer::applyControl(float dtime) incH = movement_acceleration_air * BS * dtime; incV = 0; // No vertical acceleration in air } - else if(superspeed || (fast_move && control.aux1)) - incH = incV = movement_acceleration_fast * BS * dtime; - else if ((in_liquid || in_liquid_stable) && fast_or_aux1_descends) - // 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 + else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb)) incH = incV = movement_acceleration_fast * BS * dtime; else incH = incV = movement_acceleration_default * BS * dtime; |