From e554d9b2be1ec2fcb15065ae70151302adeef602 Mon Sep 17 00:00:00 2001 From: Yohann Ferreira Date: Wed, 18 Jan 2012 16:31:05 +0100 Subject: Found a better way to fix the movement glitches on both servers. The patch also takes care of not spamming the different servers, when the servers are setting the being speed correctly. The most problems were coming from the keyboard movement functions handling 1 tile paths. To void the issues seen in #405, #439, and #440, I simply prevented to set a new path before reaching the destination of the former one, when using the keyboard. The mouse path system remains unchanged. I also made some functions private (or here protected) to show they shouldn't be called by something else than the localplayer object. And I removed the nextTile() function, since it was obsolete, unused, and replaced by the nextTile(direction) function. That patch was tested on both servers with mouse/keyboard mixed use. Resolves: Mana-Mantis #405, #439, #440. Reviewed-by: bjorn --- src/net/playerhandler.h | 6 ------ 1 file changed, 6 deletions(-) (limited to 'src/net/playerhandler.h') diff --git a/src/net/playerhandler.h b/src/net/playerhandler.h index b52b6315..6ac28b62 100644 --- a/src/net/playerhandler.h +++ b/src/net/playerhandler.h @@ -76,12 +76,6 @@ class PlayerHandler virtual Vector getPixelsPerTickMoveSpeed(const Vector &speed, Map *map = 0) = 0; - /** - * Convert the original speed into the keyboard move delay. - * The delay is set in milliseconds per tiles. - */ - virtual int getKeyboardMoveDelay(const Vector& speed) = 0; - /** * Tells whether the client has to use pixel paths. * Return false when tiles-center positions only are to be used. -- cgit v1.2.3-60-g2f50