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Removed the need to recalculate whether player is under water in ApplyFoodExhaustion

This commit is contained in:
James Ravenscroft
2013-08-09 08:50:33 +01:00
parent dace1f7bd2
commit ffce5d143f
2 changed files with 10 additions and 16 deletions

View File

@@ -192,7 +192,7 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
if (m_bDirtyPosition)
{
// Apply food exhaustion from movement:
ApplyFoodExhaustionFromMovement(a_Chunk);
ApplyFoodExhaustionFromMovement();
cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this);
BroadcastMovementUpdate(m_ClientHandle);
@@ -1445,7 +1445,7 @@ void cPlayer::HandleFood(void)
void cPlayer::ApplyFoodExhaustionFromMovement(cChunk & a_Chunk)
void cPlayer::ApplyFoodExhaustionFromMovement()
{
if (IsGameModeCreative())
{
@@ -1463,14 +1463,6 @@ void cPlayer::ApplyFoodExhaustionFromMovement(cChunk & a_Chunk)
return;
}
// Get the type of block the player's standing in:
BLOCKTYPE BlockIn;
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;
// 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));
// Apply the exhaustion based on distance travelled:
double BaseExhaustion = Movement.Length();
if (IsSprinting())
@@ -1478,7 +1470,7 @@ void cPlayer::ApplyFoodExhaustionFromMovement(cChunk & a_Chunk)
// 0.1 pt per meter sprinted
BaseExhaustion = BaseExhaustion * 0.1;
}
else if (IsBlockWater(BlockIn))
else if (IsSwimming())
{
// 0.015 pt per meter swum
BaseExhaustion = BaseExhaustion * 0.015;