void cPlayer::Tick(float a_Dt, cChunk & a_Chunk) { if (m_ClientHandle != NULL) { if (m_ClientHandle->IsDestroyed()) { // This should not happen, because destroying a client will remove it from the world, but just in case m_ClientHandle = NULL; return; } if (!m_ClientHandle->IsPlaying()) { // We're not yet in the game, ignore everything return; } } m_Stats.AddValue(statMinutesPlayed, 1); if (!a_Chunk.IsValid()) { // This may happen if the cPlayer is created before the chunks have the chance of being loaded / generated (#83) return; } super::Tick(a_Dt, a_Chunk); // Handle charging the bow: if (m_IsChargingBow) { m_BowCharge += 1; } // Handle updating experience if (m_bDirtyExperience) { SendExperience(); } if (GetPosition() != m_LastPos) // Change in position from last tick? { // Apply food exhaustion from movement: ApplyFoodExhaustionFromMovement(); cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this); m_ClientHandle->StreamChunks(); } BroadcastMovementUpdate(m_ClientHandle); if (m_Health > 0) // make sure player is alive { m_World->CollectPickupsByPlayer(this); if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge())) { FinishEating(); } HandleFood(); } if (m_IsFishing) { HandleFloater(); } // Update items (e.g. Maps) m_Inventory.UpdateItems(); // Send Player List (Once per m_LastPlayerListTime/1000 ms) cTimer t1; if (m_LastPlayerListTime + cPlayer::PLAYER_LIST_TIME_MS <= t1.GetNowTime()) { m_World->SendPlayerList(this); m_LastPlayerListTime = t1.GetNowTime(); } if (IsFlying()) { m_LastGroundHeight = (float)GetPosY(); } }
void cPlayer::Tick(float a_Dt, cChunk & a_Chunk) { if (m_ClientHandle != NULL) { if (m_ClientHandle->IsDestroyed()) { // This should not happen, because destroying a client will remove it from the world, but just in case m_ClientHandle = NULL; return; } if (!m_ClientHandle->IsPlaying()) { // We're not yet in the game, ignore everything return; } } if (!a_Chunk.IsValid()) { // This may happen if the cPlayer is created before the chunks have the chance of being loaded / generated (#83) return; } super::Tick(a_Dt, a_Chunk); // Set player swimming state SetSwimState(a_Chunk); // Handle air drowning stuff HandleAir(); // Handle charging the bow: if (m_IsChargingBow) { m_BowCharge += 1; } //handle updating experience if (m_bDirtyExperience) { SendExperience(); } if (m_bDirtyPosition) { // Apply food exhaustion from movement: ApplyFoodExhaustionFromMovement(); cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this); BroadcastMovementUpdate(m_ClientHandle); m_ClientHandle->StreamChunks(); } else { BroadcastMovementUpdate(m_ClientHandle); } if (m_Health > 0) // make sure player is alive { m_World->CollectPickupsByPlayer(this); if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge())) { FinishEating(); } HandleFood(); } // Send Player List (Once per m_LastPlayerListTime/1000 ms) cTimer t1; if (m_LastPlayerListTime + cPlayer::PLAYER_LIST_TIME_MS <= t1.GetNowTime()) { m_World->SendPlayerList(this); m_LastPlayerListTime = t1.GetNowTime(); } }