Refactored speed-setting to use a common function for all cases.
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@ -1076,6 +1076,17 @@ void cEntity::SetSwimState(cChunk & a_Chunk)
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void cEntity::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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{
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m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
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WrapSpeed();
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}
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void cEntity::HandleAir(void)
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{
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// Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
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@ -1428,9 +1439,7 @@ void cEntity::SetRoll(double a_Roll)
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void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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{
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m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
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WrapSpeed();
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DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
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}
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@ -1438,9 +1447,7 @@ void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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void cEntity::SetSpeedX(double a_SpeedX)
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{
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m_Speed.x = a_SpeedX;
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WrapSpeed();
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SetSpeed(a_SpeedX, m_Speed.y, m_Speed.z);
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}
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@ -1448,9 +1455,7 @@ void cEntity::SetSpeedX(double a_SpeedX)
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void cEntity::SetSpeedY(double a_SpeedY)
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{
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m_Speed.y = a_SpeedY;
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WrapSpeed();
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SetSpeed(m_Speed.x, a_SpeedY, m_Speed.z);
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}
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@ -1458,9 +1463,7 @@ void cEntity::SetSpeedY(double a_SpeedY)
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void cEntity::SetSpeedZ(double a_SpeedZ)
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{
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m_Speed.z = a_SpeedZ;
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WrapSpeed();
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SetSpeed(m_Speed.x, m_Speed.y, a_SpeedZ);
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}
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@ -217,21 +217,21 @@ public:
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void SetRoll (double a_Roll); // In degrees, normalizes to [-180, +180)
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// tolua_end
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/** Measured in meter/second (m/s) */
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Vector3d m_Speed;
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// tolua_begin
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/** Sets the speed of the entity and moves them in the given speed. */
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virtual void SetSpeed (double a_SpeedX, double a_SpeedY, double a_SpeedZ);
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/** Sets the speed of the entity and moves them in the given speed. */
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void SetSpeed (const Vector3d & a_Speed) { SetSpeed(a_Speed.x, a_Speed.y, a_Speed.z); }
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/** Sets the speed of the entity, measured in m / sec */
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void SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ);
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/** Sets the speed for the X axis */
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virtual void SetSpeedX (double a_SpeedX);
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/** Sets the speed for the Y axis */
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virtual void SetSpeedY (double a_SpeedY);
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/** Sets the speed for the Z axis */
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virtual void SetSpeedZ (double a_SpeedZ);
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/** Sets the speed of the entity, measured in m / sec */
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void SetSpeed(const Vector3d & a_Speed) { SetSpeed(a_Speed.x, a_Speed.y, a_Speed.z); }
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/** Sets the speed in the X axis, leaving the other speed components intact. Measured in m / sec. */
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void SetSpeedX(double a_SpeedX);
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/** Sets the speed in the Y axis, leaving the other speed components intact. Measured in m / sec. */
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void SetSpeedY(double a_SpeedY);
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/** Sets the speed in the Z axis, leaving the other speed components intact. Measured in m / sec. */
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void SetSpeedZ(double a_SpeedZ);
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void SetWidth (double a_Width);
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@ -442,6 +442,9 @@ protected:
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static cCriticalSection m_CSCount;
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static int m_EntityCount;
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/** Measured in meter/second (m/s) */
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Vector3d m_Speed;
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int m_UniqueID;
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int m_Health;
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@ -499,11 +502,15 @@ protected:
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/// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void.
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int m_TicksSinceLastVoidDamage;
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/** Does the actual speed-setting. The default implementation just sets the member variable value;
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overrides can provide further processing, such as forcing players to move at the given speed. */
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virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ);
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virtual void Destroyed(void) {} // Called after the entity has been destroyed
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/** Called in each tick to handle air-related processing i.e. drowning */
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virtual void HandleAir();
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virtual void HandleAir(void);
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/** Called once per tick to set IsSwimming and IsSubmerged */
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virtual void SetSwimState(cChunk & a_Chunk);
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@ -1257,70 +1257,16 @@ Vector3d cPlayer::GetThrowSpeed(double a_SpeedCoeff) const
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void cPlayer::ForceSetSpeed(const Vector3d & a_Speed)
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{
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SetSpeed(a_Speed);
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m_ClientHandle->SendEntityVelocity(*this);
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}
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void cPlayer::SetSpeed(const Vector3d & a_Speed)
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void cPlayer::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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{
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m_Speed.Set(a_Speed.x, a_Speed.y, a_Speed.z);
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WrapSpeed();
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// Send the speed to the client so he actualy moves
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m_ClientHandle->SendEntityVelocity(*this);
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}
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super::DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
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void cPlayer::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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{
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m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
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WrapSpeed();
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// Send the speed to the client so he actualy moves
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m_ClientHandle->SendEntityVelocity(*this);
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}
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void cPlayer::SetSpeedX(double a_SpeedX)
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{
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m_Speed.x = a_SpeedX;
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WrapSpeed();
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// Send the speed to the client so he actualy moves
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m_ClientHandle->SendEntityVelocity(*this);
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}
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void cPlayer::SetSpeedY(double a_SpeedY)
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{
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m_Speed.y = a_SpeedY;
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WrapSpeed();
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// Send the speed to the client so he actualy moves
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m_ClientHandle->SendEntityVelocity(*this);
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}
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void cPlayer::SetSpeedZ(double a_SpeedZ)
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{
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m_Speed.z = a_SpeedZ;
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WrapSpeed();
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// Send the speed to the client so he actualy moves
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m_ClientHandle->SendEntityVelocity(*this);
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}
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@ -195,17 +195,9 @@ public:
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void LoginSetGameMode(eGameMode a_GameMode);
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/** Forces the player to move in the given direction.
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* @deprecated Use SetSpeed instead.
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*/
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@deprecated Use SetSpeed instead. */
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void ForceSetSpeed(const Vector3d & a_Speed); // tolua_export
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/** Sets the speed of the player and moves them in the given speed. */
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void SetSpeed (const Vector3d & a_Speed);
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virtual void SetSpeed (double a_SpeedX, double a_SpeedY, double a_SpeedZ) override;
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virtual void SetSpeedX (double a_SpeedX) override;
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virtual void SetSpeedY (double a_SpeedY) override;
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virtual void SetSpeedZ (double a_SpeedZ) override;
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/** Tries to move to a new position, with attachment-related checks (y == -999) */
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void MoveTo(const Vector3d & a_NewPos); // tolua_export
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@ -521,6 +513,9 @@ protected:
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/** Sets the speed and sends it to the client, so that they are forced to move so. */
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virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ) override;
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void ResolvePermissions(void);
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void ResolveGroups(void);
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