Implemented SteerVehicle packet.
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@ -1090,6 +1090,15 @@ void cClientHandle::HandleSlotSelected(short a_SlotNum)
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void cClientHandle::HandleSteerVehicle(float a_Forward, float a_Sideways)
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{
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m_Player->SteerVehicle(a_Forward, a_Sideways);
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}
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void cClientHandle::HandleWindowClose(char a_WindowID)
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{
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m_Player->CloseWindowIfID(a_WindowID);
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@ -177,6 +177,7 @@ public:
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void HandleRespawn (void);
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void HandleRightClick (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, const cItem & a_HeldItem);
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void HandleSlotSelected (short a_SlotNum);
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void HandleSteerVehicle (float Forward, float Sideways);
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void HandleTabCompletion (const AString & a_Text);
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void HandleUpdateSign (
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int a_BlockX, int a_BlockY, int a_BlockZ,
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@ -546,22 +546,24 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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}
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else
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{
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// TODO: This condition belongs to minecarts, without it, they derails too much.
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// But it shouldn't be here for other entities. We need a complete minecart physics overhaul.
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if (
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(BlockBelow != E_BLOCK_RAIL) &&
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(BlockBelow != E_BLOCK_DETECTOR_RAIL) &&
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(BlockBelow != E_BLOCK_POWERED_RAIL) &&
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(BlockBelow != E_BLOCK_RAIL) &&
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(BlockBelow != E_BLOCK_DETECTOR_RAIL) &&
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(BlockBelow != E_BLOCK_POWERED_RAIL) &&
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(BlockBelow != E_BLOCK_ACTIVATOR_RAIL)
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)
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)
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{
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// Friction
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if (NextSpeed.SqrLength() > 0.0004f)
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{
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NextSpeed.x *= 0.7f / (1 + a_Dt);
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NextSpeed.x *= 0.6666;
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if (fabs(NextSpeed.x) < 0.05)
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{
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NextSpeed.x = 0;
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}
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NextSpeed.z *= 0.7f / (1 + a_Dt);
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NextSpeed.z *= 0.6666;
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if (fabs(NextSpeed.z) < 0.05)
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{
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NextSpeed.z = 0;
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@ -1225,6 +1227,25 @@ void cEntity::AddSpeedZ(double a_AddSpeedZ)
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void cEntity::SteerVehicle(float a_Forward, float a_Sideways)
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{
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if (m_AttachedTo == NULL)
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{
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return;
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}
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if ((a_Forward != 0) || (a_Sideways != 0))
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{
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Vector3d LookVector = GetLookVector();
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double AddSpeedX = LookVector.x * a_Forward + LookVector.z * a_Sideways;
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double AddSpeedZ = LookVector.z * a_Forward - LookVector.x * a_Sideways;
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m_AttachedTo->AddSpeed(AddSpeedX, 0, AddSpeedZ);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// Get look vector (this is NOT a rotation!)
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Vector3d cEntity::GetLookVector(void) const
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@ -185,6 +185,8 @@ public:
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void AddSpeedX (double a_AddSpeedX);
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void AddSpeedY (double a_AddSpeedY);
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void AddSpeedZ (double a_AddSpeedZ);
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void SteerVehicle(float a_Forward, float a_Sideways);
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inline int GetUniqueID(void) const { return m_UniqueID; }
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inline bool IsDestroyed(void) const { return !m_IsInitialized; }
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@ -213,6 +213,10 @@ int cProtocol161::ParseSteerVehicle(void)
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{
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m_Client->HandleUnmount();
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}
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else
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{
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m_Client->HandleSteerVehicle(Forward, Sideways);
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}
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return PARSE_OK;
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}
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