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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-12-21 23:35:31 +0100
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2012-01-10 20:31:34 +0100
commit8a88347e9ee6ce9f14d638cf602f3a763bc3ff01 (patch)
tree87ab18d241b4cfef32ea12cbb8e22298102578b9
parentf405849b49614254f42eb3ee6147434458978623 (diff)
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Hopefully fixed the butterfly direction updates.
In fact, the bug was nastier and could also concern many other beings, such as squirels, and some players. The bug came from the distance odd check I added a while ago. This (ugly) hack wasn't needed anymore since I made beings finish their path before starting the new one also a while ago. This also fixes some movement glitches I've seen in manaserv at login time (Hurray). Thanks for Ali-G for spotting this one. Reviewed-by: Ablu
-rw-r--r--src/being.cpp42
1 files changed, 17 insertions, 25 deletions
diff --git a/src/being.cpp b/src/being.cpp
index 2747b87d..5af437de 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -847,34 +847,26 @@ void Being::logic()
if (mAction != MOVE)
setAction(MOVE);
- // Update the player sprite direction.
- // N.B.: We only change this if the distance is more than one pixel
- // to avoid flawing the ending direction for players,
- // but always for very slow beings.
- float maxDistance = mSpeedPixelsPerTick.length();
- if (distance > ((maxDistance > 1.0f) ? 1.0f : 0.0f))
+ // The player direction is handled for keyboard
+ // by LocalPlayer::startWalking(), we shouldn't get
+ // in the way here for other cases.
+ // Hence, we set the direction in Being::logic() only when:
+ // 1. It is not the localPlayer
+ // 2. When it is the localPlayer but only by mouse
+ // (because in that case, the path can have more than one tile.)
+ if ((player_node == this && player_node->isPathSetByMouse())
+ || player_node != this)
{
- // The player direction is handled for keyboard
- // by LocalPlayer::startWalking(), we shouldn't get
- // in the way here for other cases.
- // Hence, we set the direction in Being::logic() only when:
- // 1. It is not the localPlayer
- // 2. When it is the localPlayer but only by mouse
- // (because in that case, the path can have more than one tile.)
- if ((player_node == this && player_node->isPathSetByMouse())
- || player_node != this)
- {
- int direction = 0;
- const float dx = std::abs(dir.x);
- float dy = std::abs(dir.y);
+ int direction = 0;
+ const float dx = std::abs(dir.x);
+ float dy = std::abs(dir.y);
- if (dx > dy)
- direction |= (dir.x > 0) ? RIGHT : LEFT;
- else
- direction |= (dir.y > 0) ? DOWN : UP;
+ if (dx > dy)
+ direction |= (dir.x > 0) ? RIGHT : LEFT;
+ else
+ direction |= (dir.y > 0) ? DOWN : UP;
- setDirection(direction);
- }
+ setDirection(direction);
}
}
else if (!mPath.empty())