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author | Louis Pearson <desttinghimgame@gmail.com> | 2017-04-25 06:11:51 -0500 |
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committer | Zeno- <kde.psych@gmail.com> | 2017-04-25 21:11:51 +1000 |
commit | db17225a976e20c6628afe70dd6b230673287b4d (patch) | |
tree | 67aa28779d86ad6e995171218ae9578159ebc652 /src/camera.cpp | |
parent | a7e131f53e211ffbe38d34d23b33e13cc401f013 (diff) | |
download | minetest-db17225a976e20c6628afe70dd6b230673287b4d.tar.gz minetest-db17225a976e20c6628afe70dd6b230673287b4d.tar.bz2 minetest-db17225a976e20c6628afe70dd6b230673287b4d.zip |
Footsteps without view bobbing (#5645)
* Remove redundant view_bobbing setting
Also fixes bug where disabling view_bobbing disables footstep sounds.
* Removes redundant view_bobbing setting
Setting view_bobbing amount to 0 is now the only way to
turn view_bobbing on and off. Also fixed a bug where footstep
sounds would not play when view_bobbing was disabled.
Diffstat (limited to 'src/camera.cpp')
-rw-r--r-- | src/camera.cpp | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/src/camera.cpp b/src/camera.cpp index 7e83dadeb..b119bbfbb 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -102,7 +102,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount"); m_cache_fov = g_settings->getFloat("fov"); m_cache_zoom_fov = g_settings->getFloat("zoom_fov"); - m_cache_view_bobbing = g_settings->getBool("view_bobbing"); m_nametags.clear(); } @@ -280,8 +279,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, v3f rel_cam_target = v3f(0,0,1); v3f rel_cam_up = v3f(0,1,0); - if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD) - { + if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f && + m_camera_mode < CAMERA_MODE_THIRD) { f32 bobfrac = my_modf(m_view_bobbing_anim * 2); f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0; @@ -467,9 +466,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid; const bool climbing = movement_Y && player->is_climbing; if ((walking || swimming || climbing) && - m_cache_view_bobbing && - (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) - { + (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) { // Start animation m_view_bobbing_state = 1; m_view_bobbing_speed = MYMIN(speed.getLength(), 70); |