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-rw-r--r--source/ClientHandle.cpp2
-rw-r--r--source/Player.cpp23
2 files changed, 14 insertions, 11 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp
index 6df0cfa48..85500a2e4 100644
--- a/source/ClientHandle.cpp
+++ b/source/ClientHandle.cpp
@@ -34,6 +34,8 @@
+
+
#define AddPistonDir(x, y, z, dir, amount) switch (dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\
case 2: (z)-=(amount); break; case 3: (z)+=(amount); break;\
case 4: (x)-=(amount); break; case 5: (x)+=(amount); break; }
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()