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Merge branch 'movement_fix' into 'master'

Fix minor bug: mSmoothedSpeed is not updating in first person mode

See merge request OpenMW/openmw!495
This commit is contained in:
Alexei Dobrohotov 2020-12-24 17:13:18 +00:00
commit a4f6448f34
2 changed files with 7 additions and 5 deletions

View File

@ -1965,7 +1965,7 @@ void CharacterController::update(float duration, bool animationOnly)
movementSettings.mSpeedFactor *= 2.f; movementSettings.mSpeedFactor *= 2.f;
static const bool smoothMovement = Settings::Manager::getBool("smooth movement", "Game"); static const bool smoothMovement = Settings::Manager::getBool("smooth movement", "Game");
if (smoothMovement && !isFirstPersonPlayer) if (smoothMovement)
{ {
static const float playerTurningCoef = 1.0 / std::max(0.01f, Settings::Manager::getFloat("smooth movement player turning delay", "Game")); static const float playerTurningCoef = 1.0 / std::max(0.01f, Settings::Manager::getFloat("smooth movement player turning delay", "Game"));
float angle = mPtr.getRefData().getPosition().rot[2]; float angle = mPtr.getRefData().getPosition().rot[2];
@ -1975,7 +1975,9 @@ void CharacterController::update(float duration, bool animationOnly)
float deltaLen = delta.length(); float deltaLen = delta.length();
float maxDelta; float maxDelta;
if (std::abs(speedDelta) < deltaLen / 2) if (isFirstPersonPlayer)
maxDelta = 1;
else if (std::abs(speedDelta) < deltaLen / 2)
// Turning is smooth for player and less smooth for NPCs (otherwise NPC can miss a path point). // Turning is smooth for player and less smooth for NPCs (otherwise NPC can miss a path point).
maxDelta = duration * (isPlayer ? playerTurningCoef : 6.f); maxDelta = duration * (isPlayer ? playerTurningCoef : 6.f);
else if (isPlayer && speedDelta < -deltaLen / 2) else if (isPlayer && speedDelta < -deltaLen / 2)
@ -2013,7 +2015,10 @@ void CharacterController::update(float duration, bool animationOnly)
bool canMove = cls.getMaxSpeed(mPtr) > 0; bool canMove = cls.getMaxSpeed(mPtr) > 0;
static const bool turnToMovementDirection = Settings::Manager::getBool("turn to movement direction", "Game"); static const bool turnToMovementDirection = Settings::Manager::getBool("turn to movement direction", "Game");
if (!turnToMovementDirection || isFirstPersonPlayer) if (!turnToMovementDirection || isFirstPersonPlayer)
{
movementSettings.mIsStrafing = std::abs(vec.x()) > std::abs(vec.y()) * 2; movementSettings.mIsStrafing = std::abs(vec.x()) > std::abs(vec.y()) * 2;
stats.setSideMovementAngle(0);
}
else if (canMove) else if (canMove)
{ {
float targetMovementAngle = vec.y() >= 0 ? std::atan2(-vec.x(), vec.y()) : std::atan2(vec.x(), -vec.y()); float targetMovementAngle = vec.y() >= 0 ? std::atan2(-vec.x(), vec.y()) : std::atan2(vec.x(), -vec.y());

View File

@ -356,9 +356,6 @@ namespace MWRender
else else
mViewModeToggleQueued = false; mViewModeToggleQueued = false;
if (mTrackingPtr.getClass().isActor())
mTrackingPtr.getClass().getCreatureStats(mTrackingPtr).setSideMovementAngle(0);
mFirstPersonView = !mFirstPersonView; mFirstPersonView = !mFirstPersonView;
updateStandingPreviewMode(); updateStandingPreviewMode();
instantTransition(); instantTransition();