Further simplify LocalPlayer.

This commit is contained in:
UnknownShadow200 2015-05-07 18:58:12 +10:00
parent 512657e009
commit dc2b67d538

View File

@ -153,12 +153,7 @@ namespace ClassicalSharp {
}
void PhysicsTick( float xMoving, float zMoving ) {
float multiply = 1F;
if( !flying ) {
multiply = speeding ? 10 : 1;
} else {
multiply = speeding ? 90 : 15;
}
float multiply = flying ? ( speeding ? 90 : 15 ) : ( speeding ? 10 : 1 );
if( TouchesAnyWater() && !flying && !noClip ) {
AdjHorVelocity( zMoving * multiply, xMoving * multiply, 0.02f * multiply );
@ -185,16 +180,13 @@ namespace ClassicalSharp {
Velocity.Y *= multiply;
Move();
Velocity.Y /= multiply;
Vector3I blockCoords = Vector3I.Floor( Position.X , Position.Y - 0.01f, Position.Z );
byte blockUnder = GetPhysicsBlockId( blockCoords.X, blockCoords.Y, blockCoords.Z );
// Apply general drag
// Apply general drag and gravity
Velocity.X *= 0.91f;
Velocity.Y *= 0.98f;
Velocity.Z *= 0.91f;
Velocity.Y -= 0.08f;
if( blockUnder == (byte)Block.Ice ) {
if( BlockUnderFeet == Block.Ice ) {
// Limit velocity while travelling on ice.
if( Velocity.X > 0.25f ) Velocity.X = 0.25f;
if( Velocity.X < -0.25f ) Velocity.X = -0.25f;