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-rw-r--r--src/Entities/Player.cpp30
1 files changed, 10 insertions, 20 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index 08b7d3984..6ac11c270 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -76,11 +76,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
cTimer t1;
m_LastPlayerListTime = t1.GetNowTime();
-
- m_TimeLastTeleportPacket = 0;
m_PlayerName = a_PlayerName;
- m_bDirtyPosition = true; // So chunks are streamed to player at spawn
if (!LoadFromDisk())
{
@@ -209,25 +206,22 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
m_BowCharge += 1;
}
- //handle updating experience
+ // Handle updating experience
if (m_bDirtyExperience)
{
SendExperience();
}
- if (m_bDirtyPosition)
+ if (GetPosition() != m_LastPos) // Change in position from last tick?
{
// Apply food exhaustion from movement:
ApplyFoodExhaustionFromMovement();
cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this);
- BroadcastMovementUpdate(m_ClientHandle);
m_ClientHandle->StreamChunks();
}
- else
- {
- BroadcastMovementUpdate(m_ClientHandle);
- }
+
+ BroadcastMovementUpdate(m_ClientHandle);
if (m_Health > 0) // make sure player is alive
{
@@ -1596,10 +1590,7 @@ bool cPlayer::LoadFromDisk()
SetPosX(JSON_PlayerPosition[(unsigned int)0].asDouble());
SetPosY(JSON_PlayerPosition[(unsigned int)1].asDouble());
SetPosZ(JSON_PlayerPosition[(unsigned int)2].asDouble());
- m_LastPosX = GetPosX();
- m_LastPosY = GetPosY();
- m_LastPosZ = GetPosZ();
- m_LastFoodPos = GetPosition();
+ m_LastPos = GetPosition();
}
Json::Value & JSON_PlayerRotation = root["rotation"];
@@ -1860,17 +1851,16 @@ void cPlayer::ApplyFoodExhaustionFromMovement()
{
return;
}
-
- // Calculate the distance travelled, update the last pos:
- Vector3d Movement(GetPosition() - m_LastFoodPos);
- Movement.y = 0; // Only take XZ movement into account
- m_LastFoodPos = GetPosition();
-
+
// If riding anything, apply no food exhaustion
if (m_AttachedTo != NULL)
{
return;
}
+
+ // Calculate the distance travelled, update the last pos:
+ Vector3d Movement(GetPosition() - m_LastPos);
+ Movement.y = 0; // Only take XZ movement into account
// Apply the exhaustion based on distance travelled:
double BaseExhaustion = Movement.Length();