format: reformat project
Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
This commit is contained in:
+132
-112
@@ -1,31 +1,30 @@
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#define _USE_MATH_DEFINES
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#include <cmath>
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#include "PlayerController.hpp"
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#include "BlocksController.hpp"
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#include "scripting/scripting.hpp"
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#include "../objects/Player.hpp"
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#include "../objects/Entities.hpp"
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#include "../physics/PhysicsSolver.hpp"
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#include "../physics/Hitbox.hpp"
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#include "../lighting/Lighting.hpp"
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#include "../world/Level.hpp"
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#include "../content/Content.hpp"
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#include "../voxels/Block.hpp"
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#include "../voxels/voxel.hpp"
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#include "../voxels/Chunks.hpp"
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#include "../window/Camera.hpp"
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#include "../window/Window.hpp"
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#include "../window/Events.hpp"
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#include "../window/input.hpp"
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#include "../items/ItemDef.hpp"
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#include "../items/ItemStack.hpp"
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#include "../items/Inventory.hpp"
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#include "../core_defs.hpp"
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#include "../settings.hpp"
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#include <algorithm>
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#include <cmath>
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#include "../content/Content.hpp"
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#include "../core_defs.hpp"
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#include "../items/Inventory.hpp"
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#include "../items/ItemDef.hpp"
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#include "../items/ItemStack.hpp"
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#include "../lighting/Lighting.hpp"
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#include "../objects/Entities.hpp"
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#include "../objects/Player.hpp"
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#include "../physics/Hitbox.hpp"
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#include "../physics/PhysicsSolver.hpp"
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#include "../settings.hpp"
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#include "../voxels/Block.hpp"
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#include "../voxels/Chunks.hpp"
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#include "../voxels/voxel.hpp"
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#include "../window/Camera.hpp"
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#include "../window/Events.hpp"
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#include "../window/Window.hpp"
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#include "../window/input.hpp"
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#include "../world/Level.hpp"
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#include "BlocksController.hpp"
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#include "scripting/scripting.hpp"
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const float STEPS_SPEED = 2.2f;
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const float CAM_SHAKE_OFFSET = 0.0075f;
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@@ -38,11 +37,13 @@ const float RUN_ZOOM = 1.1f;
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const float C_ZOOM = 0.1f;
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const float CROUCH_SHIFT_Y = -0.2f;
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CameraControl::CameraControl(const std::shared_ptr<Player>& player, const CameraSettings& settings)
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: player(player),
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camera(player->camera),
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settings(settings),
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offset(0.0f, 0.7f, 0.0f) {
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CameraControl::CameraControl(
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const std::shared_ptr<Player>& player, const CameraSettings& settings
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)
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: player(player),
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camera(player->camera),
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settings(settings),
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offset(0.0f, 0.7f, 0.0f) {
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}
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void CameraControl::refresh() {
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@@ -52,39 +53,41 @@ void CameraControl::refresh() {
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void CameraControl::updateMouse(PlayerInput& input) {
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glm::vec3& cam = player->cam;
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float sensitivity = (input.zoom
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? settings.sensitivity.get() / 4.f
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: settings.sensitivity.get());
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float sensitivity =
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(input.zoom ? settings.sensitivity.get() / 4.f
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: settings.sensitivity.get());
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auto d = glm::degrees(Events::delta / (float)Window::height * sensitivity);
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cam.x -= d.x;
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cam.y -= d.y;
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if (cam.y < -89.9f) {
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cam.y = -89.9f;
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}
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else if (cam.y > 89.9f) {
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} else if (cam.y > 89.9f) {
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cam.y = 89.9f;
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}
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if (cam.x > 180.f) {
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cam.x -= 360.f;
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}
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else if (cam.x < -180.f) {
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} else if (cam.x < -180.f) {
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cam.x += 360.f;
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}
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camera->rotation = glm::mat4(1.0f);
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camera->rotate(glm::radians(cam.y), glm::radians(cam.x), glm::radians(cam.z));
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camera->rotate(
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glm::radians(cam.y), glm::radians(cam.x), glm::radians(cam.z)
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);
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}
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glm::vec3 CameraControl::updateCameraShaking(const Hitbox& hitbox, float delta) {
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glm::vec3 CameraControl::updateCameraShaking(
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const Hitbox& hitbox, float delta
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) {
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glm::vec3 offset {};
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const float k = CAM_SHAKE_DELTA_K;
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const float ov = CAM_SHAKE_OFFSET_Y;
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const glm::vec3& vel = hitbox.velocity;
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interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f;
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if (hitbox.grounded && interpVel.y < 0.0f){
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if (hitbox.grounded && interpVel.y < 0.0f) {
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interpVel.y *= -30.0f;
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}
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shake = shake * (1.0f - delta * k);
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@@ -95,7 +98,7 @@ glm::vec3 CameraControl::updateCameraShaking(const Hitbox& hitbox, float delta)
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shake += f * delta * k;
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oh *= glm::sqrt(f);
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}
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offset += camera->right * glm::sin(shakeTimer) * oh * shake;
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offset += camera->up * glm::abs(glm::cos(shakeTimer)) * ov * shake;
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if (settings.inertia.get()) {
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@@ -104,20 +107,20 @@ glm::vec3 CameraControl::updateCameraShaking(const Hitbox& hitbox, float delta)
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return offset;
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}
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void CameraControl::updateFovEffects(const Hitbox& hitbox,
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PlayerInput input, float delta) {
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void CameraControl::updateFovEffects(
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const Hitbox& hitbox, PlayerInput input, float delta
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) {
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bool crouch = input.shift && hitbox.grounded && !input.sprint;
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float dt = fmin(1.0f, delta * ZOOM_SPEED);
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float zoomValue = 1.0f;
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if (crouch){
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if (crouch) {
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offset += glm::vec3(0.f, CROUCH_SHIFT_Y, 0.f);
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zoomValue = CROUCH_ZOOM;
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} else if (input.sprint){
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} else if (input.sprint) {
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zoomValue = RUN_ZOOM;
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}
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if (input.zoom)
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zoomValue *= C_ZOOM;
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if (input.zoom) zoomValue *= C_ZOOM;
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camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
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}
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@@ -125,17 +128,14 @@ void CameraControl::updateFovEffects(const Hitbox& hitbox,
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// more extensible but uglier
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void CameraControl::switchCamera() {
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const std::vector<std::shared_ptr<Camera>> playerCameras {
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camera, player->tpCamera, player->spCamera
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};
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camera, player->tpCamera, player->spCamera};
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auto index = std::distance(
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playerCameras.begin(),
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std::find_if(
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playerCameras.begin(),
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playerCameras.end(),
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[=](auto ptr) {
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return ptr.get() == player->currentCamera.get();
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}
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playerCameras.begin(),
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playerCameras.end(),
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[=](auto ptr) { return ptr.get() == player->currentCamera.get(); }
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)
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);
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if (static_cast<size_t>(index) != playerCameras.size()) {
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@@ -150,11 +150,11 @@ void CameraControl::update(PlayerInput input, float delta, Chunks* chunks) {
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offset = glm::vec3(0.0f, 0.0f, 0.0f);
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if (auto hitbox = player->getHitbox()) {
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offset.y += hitbox->halfsize.y * (0.7f/0.9f);
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offset.y += hitbox->halfsize.y * (0.7f / 0.9f);
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if (settings.shaking.get() && !input.cheat) {
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offset += updateCameraShaking(*hitbox, delta);
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}
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if (settings.fovEffects.get()){
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if (settings.fovEffects.get()) {
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updateFovEffects(*hitbox, input, delta);
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}
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}
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@@ -168,34 +168,34 @@ void CameraControl::update(PlayerInput input, float delta, Chunks* chunks) {
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refresh();
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if (player->currentCamera == spCamera) {
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spCamera->position = chunks->rayCastToObstacle(
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camera->position, camera->front, 3.0f) - 0.4f * camera->front;
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spCamera->position =
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chunks->rayCastToObstacle(camera->position, camera->front, 3.0f) -
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0.4f * camera->front;
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spCamera->dir = -camera->dir;
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spCamera->front = -camera->front;
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}
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else if (player->currentCamera == tpCamera) {
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tpCamera->position = chunks->rayCastToObstacle(
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camera->position, -camera->front, 3.0f) + 0.4f * camera->front;
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} else if (player->currentCamera == tpCamera) {
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tpCamera->position =
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chunks->rayCastToObstacle(camera->position, -camera->front, 3.0f) +
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0.4f * camera->front;
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tpCamera->dir = camera->dir;
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tpCamera->front = camera->front;
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}
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if (player->currentCamera == spCamera ||
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player->currentCamera == tpCamera ||
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player->currentCamera == camera) {
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if (player->currentCamera == spCamera ||
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player->currentCamera == tpCamera || player->currentCamera == camera) {
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player->currentCamera->setFov(glm::radians(settings.fov.get()));
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}
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}
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PlayerController::PlayerController(
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Level* level,
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Level* level,
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const EngineSettings& settings,
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BlocksController* blocksController
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) : level(level),
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player(level->getObject<Player>(0)),
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camControl(player, settings.camera),
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blocksController(blocksController)
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{}
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)
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: level(level),
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player(level->getObject<Player>(0)),
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camControl(player, settings.camera),
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blocksController(blocksController) {
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}
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void PlayerController::onFootstep(const Hitbox& hitbox) {
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auto pos = hitbox.position;
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@@ -203,17 +203,17 @@ void PlayerController::onFootstep(const Hitbox& hitbox) {
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for (int offsetZ = -1; offsetZ <= 1; offsetZ++) {
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for (int offsetX = -1; offsetX <= 1; offsetX++) {
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int x = std::floor(pos.x+half.x*offsetX);
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int y = std::floor(pos.y-half.y*1.1f);
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int z = std::floor(pos.z+half.z*offsetZ);
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int x = std::floor(pos.x + half.x * offsetX);
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int y = std::floor(pos.y - half.y * 1.1f);
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int z = std::floor(pos.z + half.z * offsetZ);
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auto vox = level->chunks->get(x, y, z);
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if (vox) {
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auto def = level->content->getIndices()->blocks.get(vox->id);
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if (!def->obstacle)
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continue;
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if (!def->obstacle) continue;
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blocksController->onBlockInteraction(
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player.get(),
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glm::ivec3(x, y, z), def,
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glm::ivec3(x, y, z),
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def,
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BlockInteraction::step
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);
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return;
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@@ -298,23 +298,30 @@ void PlayerController::updatePlayer(float delta) {
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player->updateInput(input, delta);
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}
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static int determine_rotation(Block* def, const glm::ivec3& norm, glm::vec3& camDir) {
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if (def && def->rotatable){
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static int determine_rotation(
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Block* def, const glm::ivec3& norm, glm::vec3& camDir
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) {
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if (def && def->rotatable) {
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const std::string& name = def->rotations.name;
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if (name == "pipe") {
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if (norm.x < 0.0f) return BLOCK_DIR_WEST;
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else if (norm.x > 0.0f) return BLOCK_DIR_EAST;
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else if (norm.y > 0.0f) return BLOCK_DIR_UP;
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else if (norm.y < 0.0f) return BLOCK_DIR_DOWN;
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else if (norm.z > 0.0f) return BLOCK_DIR_NORTH;
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else if (norm.z < 0.0f) return BLOCK_DIR_SOUTH;
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}
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else if (name == "pane") {
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if (abs(camDir.x) > abs(camDir.z)){
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if (norm.x < 0.0f)
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return BLOCK_DIR_WEST;
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else if (norm.x > 0.0f)
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return BLOCK_DIR_EAST;
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else if (norm.y > 0.0f)
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return BLOCK_DIR_UP;
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else if (norm.y < 0.0f)
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return BLOCK_DIR_DOWN;
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else if (norm.z > 0.0f)
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return BLOCK_DIR_NORTH;
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else if (norm.z < 0.0f)
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return BLOCK_DIR_SOUTH;
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} else if (name == "pane") {
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if (abs(camDir.x) > abs(camDir.z)) {
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if (camDir.x > 0.0f) return BLOCK_DIR_EAST;
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if (camDir.x < 0.0f) return BLOCK_DIR_WEST;
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}
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if (abs(camDir.x) < abs(camDir.z)){
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if (abs(camDir.x) < abs(camDir.z)) {
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if (camDir.z > 0.0f) return BLOCK_DIR_SOUTH;
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if (camDir.z < 0.0f) return BLOCK_DIR_NORTH;
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}
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@@ -323,9 +330,10 @@ static int determine_rotation(Block* def, const glm::ivec3& norm, glm::vec3& cam
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return 0;
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}
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static void pick_block(ContentIndices* indices, Chunks* chunks, Player* player,
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int x, int y, int z) {
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auto block = indices->blocks.get(chunks->get(x,y,z)->id);
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static void pick_block(
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ContentIndices* indices, Chunks* chunks, Player* player, int x, int y, int z
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) {
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auto block = indices->blocks.get(chunks->get(x, y, z)->id);
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itemid_t id = block->rt.pickingItem;
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auto inventory = player->getInventory();
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size_t slotid = inventory->findSlotByItem(id, 0, 10);
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@@ -350,10 +358,7 @@ voxel* PlayerController::updateSelection(float maxDistance) {
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glm::ivec3 iend;
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glm::ivec3 norm;
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voxel* vox = chunks->rayCast(
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camera->position,
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camera->front,
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maxDistance,
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end, norm, iend
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camera->position, camera->front, maxDistance, end, norm, iend
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);
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if (vox) {
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maxDistance = glm::distance(camera->position, end);
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@@ -362,9 +367,11 @@ voxel* PlayerController::updateSelection(float maxDistance) {
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selection.entity = ENTITY_NONE;
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selection.actualPosition = iend;
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if (auto result = level->entities->rayCast(
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camera->position, camera->front, maxDistance, player->getEntity())) {
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camera->position, camera->front, maxDistance, player->getEntity()
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)) {
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selection.entity = result->entity;
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selection.hitPosition = camera->position + camera->front * result->distance;
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selection.hitPosition =
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camera->position + camera->front * result->distance;
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selection.position = selection.hitPosition;
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selection.actualPosition = selection.position;
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selection.normal = result->normal;
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@@ -413,19 +420,21 @@ void PlayerController::processRightClick(Block* def, Block* target) {
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state.rotation = determine_rotation(def, selection.normal, camera->dir);
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if (!input.shift && target->rt.funcsset.oninteract) {
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if (scripting::on_block_interact(player.get(), target, selection.position)) {
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if (scripting::on_block_interact(
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player.get(), target, selection.position
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)) {
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return;
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}
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}
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auto coord = selection.actualPosition;
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if (!target->replaceable){
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if (!target->replaceable) {
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coord += selection.normal;
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} else if (def->rotations.name == BlockRotProfile::PIPE_NAME) {
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state.rotation = BLOCK_DIR_UP;
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}
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blockid_t chosenBlock = def->rt.id;
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AABB blockAABB(coord, coord+1);
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AABB blockAABB(coord, coord + 1);
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bool blocked = level->entities->hasBlockingInside(blockAABB);
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if (def->obstacle && blocked) {
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@@ -440,17 +449,22 @@ void PlayerController::processRightClick(Block* def, Block* target) {
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}
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if (def->grounded) {
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const auto& vec = get_ground_direction(def, state.rotation);
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if (!chunks->isSolidBlock(coord.x+vec.x, coord.y+vec.y, coord.z+vec.z)) {
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if (!chunks->isSolidBlock(
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coord.x + vec.x, coord.y + vec.y, coord.z + vec.z
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)) {
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return;
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}
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}
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if (chosenBlock != vox->id && chosenBlock) {
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blocksController->placeBlock(
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player.get(), def, state, coord.x, coord.y, coord.z);
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player.get(), def, state, coord.x, coord.y, coord.z
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);
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}
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}
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void PlayerController::updateEntityInteraction(entityid_t eid, bool lclick, bool rclick) {
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void PlayerController::updateEntityInteraction(
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entityid_t eid, bool lclick, bool rclick
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) {
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auto entityOpt = level->entities->get(eid);
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if (!entityOpt.has_value()) {
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return;
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@@ -470,10 +484,12 @@ void PlayerController::updateInteraction() {
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const auto& selection = player->selection;
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bool xkey = Events::pressed(keycode::X);
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bool lclick = Events::jactive(BIND_PLAYER_ATTACK) || (xkey && Events::active(BIND_PLAYER_ATTACK));
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bool rclick = Events::jactive(BIND_PLAYER_BUILD) || (xkey && Events::active(BIND_PLAYER_BUILD));
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bool lclick = Events::jactive(BIND_PLAYER_ATTACK) ||
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(xkey && Events::active(BIND_PLAYER_ATTACK));
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bool rclick = Events::jactive(BIND_PLAYER_BUILD) ||
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(xkey && Events::active(BIND_PLAYER_BUILD));
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float maxDistance = xkey ? 200.0f : 10.0f;
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auto inventory = player->getInventory();
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const ItemStack& stack = inventory->getSlot(player->getChosenSlot());
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ItemDef* item = indices->items.get(stack.getItemId());
|
||||
@@ -488,16 +504,20 @@ void PlayerController::updateInteraction() {
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
auto iend = selection.position;
|
||||
if (lclick && !input.shift && item->rt.funcsset.on_block_break_by) {
|
||||
if (scripting::on_item_break_block(player.get(), item, iend.x, iend.y, iend.z)) {
|
||||
if (scripting::on_item_break_block(
|
||||
player.get(), item, iend.x, iend.y, iend.z
|
||||
)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
auto target = indices->blocks.get(vox->id);
|
||||
if (lclick && target->breakable){
|
||||
blocksController->breakBlock(player.get(), target, iend.x, iend.y, iend.z);
|
||||
if (lclick && target->breakable) {
|
||||
blocksController->breakBlock(
|
||||
player.get(), target, iend.x, iend.y, iend.z
|
||||
);
|
||||
}
|
||||
if (rclick && !input.shift) {
|
||||
bool preventDefault = false;
|
||||
|
||||
Reference in New Issue
Block a user