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authorJames Ravenscroft <ravenscroftj@gmail.com>2013-08-09 09:57:24 +0200
committerJames Ravenscroft <ravenscroftj@gmail.com>2013-08-09 09:57:24 +0200
commit6963e8119ce879843f4bac9042a0d8c8e588c524 (patch)
tree570feb159749a8fac4a3d07d97debd1fb30f66fc /source/Player.cpp
parentRemoved the need to recalculate whether player is under water in ApplyFoodExhaustion (diff)
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Diffstat (limited to '')
-rw-r--r--source/Player.cpp23
1 files changed, 12 insertions, 11 deletions
diff --git a/source/Player.cpp b/source/Player.cpp
index ba165989a..808976a6c 100644
--- a/source/Player.cpp
+++ b/source/Player.cpp
@@ -61,8 +61,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
, m_SprintingMaxSpeed(0.13)
, m_IsCrouched(false)
, m_IsSprinting(false)
- , m_IsSwimming(false)
- , m_IsSubmerged(false)
+ , m_IsSwimming(false)
+ , m_IsSubmerged(false)
, m_EatingFinishTick(-1)
{
LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
@@ -182,9 +182,9 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
}
super::Tick(a_Dt, a_Chunk);
-
- // set player swimming state
- SetSwimState( a_Chunk);
+
+ // set player swimming state
+ SetSwimState( a_Chunk);
// handle air drowning stuff
HandleAir();
@@ -1338,18 +1338,19 @@ void cPlayer::SetSwimState(cChunk & a_Chunk)
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;
- // first we check if the player is swimming
+
+ // first we check if the player is swimming
// 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));
- m_IsSwimming = IsBlockWater(BlockIn);
-
- // now we check if the player is submerged
+ m_IsSwimming = IsBlockWater(BlockIn);
+
+ // now we check if the player is submerged
- VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY+1, RelZ, BlockIn));
+ VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY+1, RelZ, BlockIn));
- m_IsSubmerged = IsBlockWater(BlockIn);
+ m_IsSubmerged = IsBlockWater(BlockIn);
}
void cPlayer::HandleAir()