forked from cafeberry/cafeberry
fix: use modern KBM handling for input and localplayer
This commit is contained in:
@@ -279,15 +279,6 @@ void LocalPlayer::aiStep()
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// world with low food, then reload it in creative.
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if(abilities.mayfly || isAllowedToFly() ) enoughFoodToSprint = true;
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#ifdef _WINDOWS64
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// Keyboard sprint: Ctrl held while moving forward
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if (GetXboxPad() == 0 && g_KBMInput.IsKeyDown(VK_CONTROL) && input->ya > 0.0f &&
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enoughFoodToSprint && !isUsingItem() && !hasEffect(MobEffect::blindness) && onGround)
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{
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if (!isSprinting()) setSprinting(true);
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}
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#endif
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// 4J - altered this slightly to make sure that the joypad returns to below returnTreshold in between registering two movements up to runThreshold
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if (onGround && !isSprinting() && enoughFoodToSprint && !isUsingItem() && !hasEffect(MobEffect::blindness))
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{
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@@ -314,6 +305,14 @@ void LocalPlayer::aiStep()
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}
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}
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if (isSneaking()) sprintTriggerTime = 0;
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#ifdef _WINDOWS64
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if (input->sprinting && !isSprinting() && (onGround || isRiding()) && enoughFoodToSprint && !isUsingItem() && !hasEffect(MobEffect::blindness) && !isSneaking())
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{
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setSprinting(true);
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}
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#endif
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// 4J-PB - try not stopping sprint on collision
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//if (isSprinting() && (input->ya < runTreshold || horizontalCollision || !enoughFoodToSprint))
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if (isSprinting() && (input->ya < runTreshold || !enoughFoodToSprint))
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