Fix playerclick pressed/released being switched (thanks sirvoid)

This commit is contained in:
UnknownShadow200 2018-12-24 08:43:45 +11:00
parent 579264be6c
commit 9f233b4197
4 changed files with 5 additions and 5 deletions

View File

@ -741,13 +741,13 @@ const char* cpe_clientExtensions[30] = {
static void CPE_SetMapEnvUrl(uint8_t* data);
#define Ext_Deg2Packed(x) ((int16_t)((x) * 65536.0f / 360.0f))
void CPE_WritePlayerClick(MouseButton button, bool buttonDown, uint8_t targetId, struct PickedPos* pos) {
void CPE_WritePlayerClick(MouseButton button, bool pressed, uint8_t targetId, struct PickedPos* pos) {
struct Entity* p = &LocalPlayer_Instance.Base;
uint8_t* data = ServerConnection_WriteBuffer;
*data++ = OPCODE_PLAYER_CLICK;
{
*data++ = button;
*data++ = buttonDown;
*data++ = !pressed;
Stream_SetU16_BE(data, Ext_Deg2Packed(p->HeadY)); data += 2;
Stream_SetU16_BE(data, Ext_Deg2Packed(p->HeadX)); data += 2;

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@ -18,5 +18,5 @@ void Classic_WriteChat(const String* text, bool partial);
void Classic_WritePosition(Vector3 pos, float rotY, float headX);
void Classic_WriteSetBlock(int x, int y, int z, bool place, BlockID block);
void Classic_WriteLogin(const String* username, const String* verKey);
void CPE_WritePlayerClick(MouseButton button, bool buttonDown, uint8_t targetId, struct PickedPos* pos);
void CPE_WritePlayerClick(MouseButton button, bool pressed, uint8_t targetId, struct PickedPos* pos);
#endif

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@ -221,7 +221,7 @@ static void SPConnection_SendChat(const String* text) {
}
static void SPConnection_SendPosition(Vector3 pos, float rotY, float headX) { }
static void SPConnection_SendPlayerClick(MouseButton button, bool isDown, EntityID targetId, struct PickedPos* pos) { }
static void SPConnection_SendPlayerClick(MouseButton button, bool pressed, EntityID targetId, struct PickedPos* pos) { }
static void SPConnection_Tick(struct ScheduledTask* task) {
if (ServerConnection_Disconnected) return;

View File

@ -71,7 +71,7 @@ struct ServerConnectionFuncs {
/* Sends a position update to the server. */
void (*SendPosition)(Vector3 pos, float rotY, float headX);
/* Sends a PlayerClick packet to the server. */
void (*SendPlayerClick)(MouseButton button, bool isDown, EntityID targetId, struct PickedPos* pos);
void (*SendPlayerClick)(MouseButton button, bool pressed, EntityID targetId, struct PickedPos* pos);
};
/* Currently active connection to a server. */