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author | James Ravenscroft <ravenscroftj@gmail.com> | 2013-08-09 09:50:33 +0200 |
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committer | James Ravenscroft <ravenscroftj@gmail.com> | 2013-08-09 09:50:33 +0200 |
commit | ffce5d143fe2b6224ee7ff29e40c9a73af0463e4 (patch) | |
tree | 1a57ee22dbeed4a1ccc1cb18407affe90ebd9b97 /source/Player.cpp | |
parent | Added IsSwimming and IsSubmerged flags and access methods (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/Player.cpp | 14 |
1 files changed, 3 insertions, 11 deletions
diff --git a/source/Player.cpp b/source/Player.cpp index eab6e08e5..ba165989a 100644 --- a/source/Player.cpp +++ b/source/Player.cpp @@ -192,7 +192,7 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk) if (m_bDirtyPosition) { // Apply food exhaustion from movement: - ApplyFoodExhaustionFromMovement(a_Chunk); + ApplyFoodExhaustionFromMovement(); cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this); BroadcastMovementUpdate(m_ClientHandle); @@ -1445,7 +1445,7 @@ void cPlayer::HandleFood(void) -void cPlayer::ApplyFoodExhaustionFromMovement(cChunk & a_Chunk) +void cPlayer::ApplyFoodExhaustionFromMovement() { if (IsGameModeCreative()) { @@ -1463,14 +1463,6 @@ void cPlayer::ApplyFoodExhaustionFromMovement(cChunk & a_Chunk) return; } - // Get the type of block the player's standing in: - BLOCKTYPE BlockIn; - int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width; - int RelY = (int)floor(m_LastPosY + 0.1); - int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width; - // Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk - VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn)); - // Apply the exhaustion based on distance travelled: double BaseExhaustion = Movement.Length(); if (IsSprinting()) @@ -1478,7 +1470,7 @@ void cPlayer::ApplyFoodExhaustionFromMovement(cChunk & a_Chunk) // 0.1 pt per meter sprinted BaseExhaustion = BaseExhaustion * 0.1; } - else if (IsBlockWater(BlockIn)) + else if (IsSwimming()) { // 0.015 pt per meter swum BaseExhaustion = BaseExhaustion * 0.015; |