fix late aimPosition
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658fab846e
commit
696abcca71
@ -874,6 +874,12 @@ void ClientApplication::updateRunning(float dt) {
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else
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m_player->setMoveVector(Vec2F());
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m_voice->setInput(m_input->bindHeld("opensb", "pushToTalk"));
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DataStreamBuffer voiceData;
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voiceData.setByteOrder(ByteOrder::LittleEndian);
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//voiceData.writeBytes(VoiceBroadcastPrefix.utf8Bytes()); transmitting with SE compat for now
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bool needstoSendVoice = m_voice->send(voiceData, 5000);
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auto checkDisconnection = [this]() {
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if (!m_universeClient->isConnected()) {
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m_cinematicOverlay->stop();
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@ -893,11 +899,7 @@ void ClientApplication::updateRunning(float dt) {
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if (checkDisconnection())
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return;
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m_voice->setInput(m_input->bindHeld("opensb", "pushToTalk"));
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DataStreamBuffer voiceData;
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voiceData.setByteOrder(ByteOrder::LittleEndian);
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//voiceData.writeBytes(VoiceBroadcastPrefix.utf8Bytes()); transmitting with SE compat for now
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bool needstoSendVoice = m_voice->send(voiceData, 5000);
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m_mainInterface->preUpdate(dt);
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m_universeClient->update(dt);
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if (checkDisconnection())
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@ -505,6 +505,12 @@ void MainInterface::handleInteractAction(InteractAction interactAction) {
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}
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}
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void MainInterface::preUpdate(float dt) {
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auto player = m_client->mainPlayer();
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if (!m_client->paused())
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player->aim(cursorWorldPosition());
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}
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void MainInterface::update(float dt) {
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m_paneManager.update(dt);
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m_cursor.update(dt);
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@ -516,8 +522,6 @@ void MainInterface::update(float dt) {
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auto player = m_client->mainPlayer();
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auto cursorWorldPos = cursorWorldPosition();
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if (!m_client->paused())
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player->aim(cursorWorldPos);
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if (player->wireToolInUse()) {
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m_paneManager.displayRegisteredPane(MainInterfacePanes::WireInterface);
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player->setWireConnector(m_wireInterface.get());
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@ -89,6 +89,7 @@ public:
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void handleInteractAction(InteractAction interactAction);
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void preUpdate(float dt);
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// Handles incoming client messages, aims main player, etc.
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void update(float dt);
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@ -900,7 +900,9 @@ void Player::update(float dt, uint64_t) {
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m_tools->effects(*m_effectEmitter);
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auto aimRelative = world()->geometry().diff(m_aimPosition, position()); // dumb, but due to how things are ordered
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m_movementController->tickMaster(dt);
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m_aimPosition = position() + aimRelative; // it's gonna have to be like this for now
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m_techController->tickMaster(dt);
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