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synced 2025-09-14 09:56:37 -04:00
physics: fix minimal to fast movement, fix fast movement when sneaking
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@ -92,8 +92,6 @@ class LocalPlayerEntity(
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var dirtyVelocity = false
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var jumpingCoolDown = 0
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var isJumping = false
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var sidewaysSpeed = 0.0f
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var forwardSpeed = 1.0f
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var fallDistance = 0.0
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private var lastFovMultiplier = 1.0
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@ -195,12 +193,6 @@ class LocalPlayerEntity(
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lastOnGround = onGround
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}
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fun setSpeeds() {
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sidewaysSpeed = input.movementSideways
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forwardSpeed = input.movementForward
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isJumping = input.jumping
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}
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private fun slipperinessToMovementSpeed(slipperiness: Double): Double {
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if (onGround) {
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return movementSpeed * (0.21600002 / (slipperiness.pow(3)))
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@ -405,10 +397,10 @@ class LocalPlayerEntity(
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velocity.clearZero()
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if (health < 0.0f || isSleeping) {
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isJumping = false
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sidewaysSpeed = 0.0f
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forwardSpeed = 0.0f
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movementSideways = 0.0f
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movementForward = 0.0f
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} else {
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setSpeeds()
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isJumping = input.jumping
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}
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if (isJumping && canSwimInFluids) {
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@ -422,12 +414,12 @@ class LocalPlayerEntity(
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jumpingCoolDown = 0
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}
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sidewaysSpeed *= 0.98f
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forwardSpeed *= 0.98f
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movementSideways *= 0.98f
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movementForward *= 0.98f
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// ToDo: falling
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travel(sidewaysSpeed, forwardSpeed)
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travel(movementSideways, movementForward)
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// ToDo: Frozen ticks
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