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Cleaned up and changed executeAutoMove()
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@ -280,14 +280,13 @@ namespace MWInput
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// Disable movement in Gui mode
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// Disable movement in Gui mode
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if(windows.isGuiMode()) return true;
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if(windows.isGuiMode()) return true;
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float speed = 300 * evt.timeSinceLastFrame; //is this a placeholder player speed?
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float speed = 300 * evt.timeSinceLastFrame; //placeholder player speed?
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float TESTwalkSpeed = 100 * evt.timeSinceLastFrame; //Try this, then.
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float TESTwalkSpeed = 100 * evt.timeSinceLastFrame; //How about another?
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//float TESTsneakSpeed = 100 * evt.timeSinceLastFrame; //and this.
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float moveX = 0, moveY = 0, moveZ = 0;
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float moveX = 0, moveY = 0, moveZ = 0;
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//execute Automove - condition checked in function
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//execute Automove - condition checked in function
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player.executeAutoMove((float)evt.timeSinceLastEvent); //or since last frame?
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player.executeAutoMove((float)evt.timeSinceLastFrame); //or since last frame?
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//Poll and execute movement keys - will disable automove if pressed.
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//Poll and execute movement keys - will disable automove if pressed.
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if(poller.isDown(A_MoveLeft))
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if(poller.isDown(A_MoveLeft))
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@ -63,4 +63,5 @@ namespace MWWorld
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delete mClass;
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delete mClass;
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mClass = new_class;
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mClass = new_class;
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}
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}
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}
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}
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@ -32,8 +32,6 @@ namespace MWWorld
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bool mCollisionMode;
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bool mCollisionMode;
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bool mAutoMove;
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bool mAutoMove;
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//bool misSneaking;
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//bool misHidden;
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bool misWalking; //Testing...
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bool misWalking; //Testing...
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public:
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public:
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@ -124,22 +122,16 @@ namespace MWWorld
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mAutoMove = setMe;
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mAutoMove = setMe;
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}
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}
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//NOTE: we don't have speed being calculated yet, so for now this function only requires a frame duration.
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/// <param name="duration">float value representing time since last call</param>
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/// <param name="duration">float value representing time since last call</param>
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void executeAutoMove(float duration) //call by value for MoveZ makes this harder.
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void executeAutoMove(float duration)
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{
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{
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if (mAutoMove == true)
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if (mAutoMove == true)
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{
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{
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//TODO: Make player go.
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//if player is running
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/*Access moveZ, access walking/running speed, -1 is for correct direction,
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//Make player go at full speed
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otherwise you end up running backwards - not a bad idea for a future feature, actually...*/
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//player.moveRel(0, 0, (300*duration*-1));
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/*
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//else go forward at walk speed.
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if (this.misWalking == false)
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{
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//inputmanager.moveZ = 300 * duration * -1;
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} else {
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//inputmanager.moveZ = 100 * duration * -1;
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}
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*/
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}
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}
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}
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}
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