From dc2b67d5389b92e2a7b850e91c038f24a8eb1650 Mon Sep 17 00:00:00 2001 From: UnknownShadow200 Date: Thu, 7 May 2015 18:58:12 +1000 Subject: [PATCH] Further simplify LocalPlayer. --- Entities/LocalPlayer.cs | 14 +++----------- 1 file changed, 3 insertions(+), 11 deletions(-) diff --git a/Entities/LocalPlayer.cs b/Entities/LocalPlayer.cs index 702d96f44..c69c56062 100644 --- a/Entities/LocalPlayer.cs +++ b/Entities/LocalPlayer.cs @@ -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;