diff options
Diffstat (limited to 'src/content_cao.cpp')
-rw-r--r-- | src/content_cao.cpp | 20 |
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(); } |