void cMonster::InStateIdle(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { if (m_PathfinderActivated) { return; // Still getting there } m_IdleInterval += a_Dt; if (m_IdleInterval > std::chrono::seconds(1)) { // At this interval the results are predictable int rem = m_World->GetTickRandomNumber(6) + 1; m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds Vector3d Dist; Dist.x = static_cast<double>(m_World->GetTickRandomNumber(10)) - 5.0; Dist.z = static_cast<double>(m_World->GetTickRandomNumber(10)) - 5.0; if ((Dist.SqrLength() > 2) && (rem >= 3)) { Vector3d Destination(GetPosX() + Dist.x, GetPosition().y, GetPosZ() + Dist.z); cChunk * Chunk = a_Chunk.GetNeighborChunk(static_cast<int>(Destination.x), static_cast<int>(Destination.z)); if ((Chunk == nullptr) || !Chunk->IsValid()) { return; } BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; int RelX = static_cast<int>(Destination.x) - Chunk->GetPosX() * cChunkDef::Width; int RelZ = static_cast<int>(Destination.z) - Chunk->GetPosZ() * cChunkDef::Width; int YBelowUs = static_cast<int>(Destination.y) - 1; if (YBelowUs >= 0) { Chunk->GetBlockTypeMeta(RelX, YBelowUs, RelZ, BlockType, BlockMeta); if (BlockType != E_BLOCK_STATIONARY_WATER) // Idle mobs shouldn't enter water on purpose { MoveToPosition(Destination); } } } } }
bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk) { cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Location.x), FloorC(a_Location.z)); if ((Chunk == nullptr) || (!Chunk->IsValid())) { return false; } int RelX = FloorC(a_Location.x) - Chunk->GetPosX() * cChunkDef::Width; int RelY = FloorC(a_Location.y); int RelZ = FloorC(a_Location.z) - Chunk->GetPosZ() * cChunkDef::Width; if ( (Chunk->GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight (Chunk->GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand (GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining ) { return true; } return false; }
bool cMonster::EnsureProperDestination(cChunk & a_Chunk) { cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x), FloorC(m_FinalDestination.z)); BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width; int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width; // If destination in the air, first try to go 1 block north, or east, or west. // This fixes the player leaning issue. // If that failed, we instead go down to the lowest air block. Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); if (!cBlockInfo::IsSolid(BlockType)) { bool InTheAir = true; int x, z; for (z = -1; z <= 1; ++z) { for (x = -1; x <= 1; ++x) { if ((x==0) && (z==0)) { continue; } Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z)); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } RelX = FloorC(m_FinalDestination.x+x) - Chunk->GetPosX() * cChunkDef::Width; RelZ = FloorC(m_FinalDestination.z+z) - Chunk->GetPosZ() * cChunkDef::Width; Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); if (cBlockInfo::IsSolid(BlockType)) { m_FinalDestination.x += x; m_FinalDestination.z += z; InTheAir = false; goto breakBothLoops; } } } breakBothLoops: // Go down to the lowest air block. if (InTheAir) { while (m_FinalDestination.y > 0) { Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); if (cBlockInfo::IsSolid(BlockType)) { break; } m_FinalDestination.y -= 1; } } } // If destination in water, go up to the highest water block. // If destination in solid, go up to first air block. bool InWater = false; while (m_FinalDestination.y < cChunkDef::Height) { Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y), RelZ, BlockType, BlockMeta); if (BlockType == E_BLOCK_STATIONARY_WATER) { InWater = true; } else if (cBlockInfo::IsSolid(BlockType)) { InWater = false; } else { break; } m_FinalDestination.y += 1; } if (InWater) { m_FinalDestination.y -= 1; } return true; }
void cPickup::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); BroadcastMovementUpdate(); //Notify clients of position m_Timer += a_Dt; if (!m_bCollected) { int BlockY = (int) floor(GetPosY()); if ((BlockY >= 0) && (BlockY < cChunkDef::Height)) // Don't do anything except for falling when outside the world { int BlockX = (int) floor(GetPosX()); int BlockZ = (int) floor(GetPosZ()); // Position might have changed due to physics. So we have to make sure we have the correct chunk. cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ); if (CurrentChunk != NULL) // Make sure the chunk is loaded { int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width); int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width); // If the pickup is on the bottommost block position, make it think the void is made of air: (#131) BLOCKTYPE BlockBelow = (BlockY > 0) ? CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR; BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ); if ( IsBlockLava(BlockBelow) || (BlockBelow == E_BLOCK_FIRE) || IsBlockLava(BlockIn) || (BlockIn == E_BLOCK_FIRE) ) { m_bCollected = true; m_Timer = 0; // We have to reset the timer. m_Timer += a_Dt; // In case we have to destroy the pickup in the same tick. if (m_Timer > 500.f) { Destroy(true); return; } } if (!IsDestroyed()) // Don't try to combine if someone has tried to combine me { cPickupCombiningCallback PickupCombiningCallback(GetPosition(), this); m_World->ForEachEntity(PickupCombiningCallback); // Not ForEachEntityInChunk, otherwise pickups don't combine across chunk boundaries if (PickupCombiningCallback.FoundMatchingPickup()) { m_World->BroadcastEntityMetadata(*this); } } } } } else { if (m_Timer > 500.f) // 0.5 second { Destroy(true); return; } } if (m_Timer > 1000 * 60 * 5) // 5 minutes { Destroy(true); return; } if (GetPosY() < -8) // Out of this world and no more visible! { Destroy(true); return; } }
void cPickup::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); BroadcastMovementUpdate(); //Notify clients of position m_Timer += a_Dt; if (!m_bCollected) { int BlockY = (int) floor(GetPosY()); if (BlockY < cChunkDef::Height) // Don't do anything except for falling when above the world { int BlockX = (int) floor(GetPosX()); int BlockZ = (int) floor(GetPosZ()); //Position might have changed due to physics. So we have to make sure we have the correct chunk. cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ); if (CurrentChunk != NULL) // Make sure the chunk is loaded { int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width); int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width); BLOCKTYPE BlockBelow = CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ); BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ); if ( IsBlockLava(BlockBelow) || (BlockBelow == E_BLOCK_FIRE) || IsBlockLava(BlockIn) || (BlockIn == E_BLOCK_FIRE) ) { m_bCollected = true; m_Timer = 0; // We have to reset the timer. m_Timer += a_Dt; // In case we have to destroy the pickup in the same tick. if (m_Timer > 500.f) { Destroy(true); return; } } } } } else { if (m_Timer > 500.f) // 0.5 second { Destroy(true); return; } } if (m_Timer > 1000 * 60 * 5) // 5 minutes { Destroy(true); return; } if (GetPosY() < -8) // Out of this world and no more visible! { Destroy(true); return; } }
bool cPathFinder::EnsureProperPoint(Vector3d & a_Vector, cChunk & a_Chunk) { cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Vector.x), FloorC(a_Vector.z)); BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } int RelX = FloorC(a_Vector.x) - Chunk->GetPosX() * cChunkDef::Width; int RelZ = FloorC(a_Vector.z) - Chunk->GetPosZ() * cChunkDef::Width; // If destination in the air, first try to go 1 block north, or east, or west. // This fixes the player leaning issue. // If that failed, we instead go down to the lowest air block. Chunk->GetBlockTypeMeta(RelX, FloorC(a_Vector.y) - 1, RelZ, BlockType, BlockMeta); if (!(IsWaterOrSolid(BlockType))) { bool InTheAir = true; int x, z; for (z = -1; z <= 1; ++z) { for (x = -1; x <= 1; ++x) { if ((x == 0) && (z == 0)) { continue; } Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Vector.x+x), FloorC(a_Vector.z+z)); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } RelX = FloorC(a_Vector.x+x) - Chunk->GetPosX() * cChunkDef::Width; RelZ = FloorC(a_Vector.z+z) - Chunk->GetPosZ() * cChunkDef::Width; Chunk->GetBlockTypeMeta(RelX, FloorC(a_Vector.y) - 1, RelZ, BlockType, BlockMeta); if (IsWaterOrSolid((BlockType))) { a_Vector.x += x; a_Vector.z += z; InTheAir = false; goto breakBothLoops; } } } breakBothLoops: // Go down to the lowest air block. if (InTheAir) { while (a_Vector.y > 0) { Chunk->GetBlockTypeMeta(RelX, FloorC(a_Vector.y) - 1, RelZ, BlockType, BlockMeta); if (IsWaterOrSolid(BlockType)) { break; } a_Vector.y -= 1; } } } // If destination in water or solid, go up to the first air block. while (a_Vector.y < cChunkDef::Height) { Chunk->GetBlockTypeMeta(RelX, FloorC(a_Vector.y), RelZ, BlockType, BlockMeta); if (!IsWaterOrSolid(BlockType)) { break; } a_Vector.y += 1; } return true; }
void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) { // TODO Add collision detection with entities. a_Dt /= 1000; Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ()); Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ()); int BlockX = (int) floor(NextPos.x); int BlockY = (int) floor(NextPos.y); int BlockZ = (int) floor(NextPos.z); if ((BlockY >= cChunkDef::Height) || (BlockY < 0)) { // Outside of the world // TODO: Current speed should still be added to the entity position // Otherwise TNT explosions in the void will still effect the bottommost layers of the world return; } // Make sure we got the correct chunk and a valid one. No one ever knows... cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ); if (NextChunk != NULL) { int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width); int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width); BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ ); if (!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block { if (m_bOnGround) // check if it's still on the ground { BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ ); if (!g_BlockIsSolid[BlockBelow]) // Check if block below is air or water. { m_bOnGround = false; } } } else { //Push out entity. m_bOnGround = true; NextPos.y += 0.2; LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}", m_UniqueID, GetClass(), BlockX, BlockY, BlockZ); } if (!m_bOnGround) { float fallspeed; if (IsBlockWater(BlockIn)) { fallspeed = -3.0f * a_Dt; //Fall slower in water. } else if (BlockIn == E_BLOCK_COBWEB) { NextSpeed.y *= 0.05; //Reduce overall falling speed fallspeed = 0; //No falling. } else { //Normal gravity fallspeed = m_Gravity * a_Dt; } NextSpeed.y += fallspeed; } else { //Friction if (NextSpeed.SqrLength() > 0.0004f) { NextSpeed.x *= 0.7f/(1+a_Dt); if ( fabs(NextSpeed.x) < 0.05 ) NextSpeed.x = 0; NextSpeed.z *= 0.7f/(1+a_Dt); if ( fabs(NextSpeed.z) < 0.05 ) NextSpeed.z = 0; } } //Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we //might have different speed modifiers according to terrain. if (BlockIn == E_BLOCK_COBWEB) { NextSpeed.x *= 0.25; NextSpeed.z *= 0.25; } //Get water direction Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ); m_WaterSpeed *= 0.9f; //Reduce speed each tick switch(WaterDir) { case X_PLUS: m_WaterSpeed.x = 1.f; m_bOnGround = false; break; case X_MINUS: m_WaterSpeed.x = -1.f; m_bOnGround = false; break; case Z_PLUS: m_WaterSpeed.z = 1.f; m_bOnGround = false; break; case Z_MINUS: m_WaterSpeed.z = -1.f; m_bOnGround = false; break; default: break; } if (fabs(m_WaterSpeed.x) < 0.05) { m_WaterSpeed.x = 0; } if (fabs(m_WaterSpeed.z) < 0.05) { m_WaterSpeed.z = 0; } NextSpeed += m_WaterSpeed; if( NextSpeed.SqrLength() > 0.f ) { cTracer Tracer( GetWorld() ); int Ret = Tracer.Trace( NextPos, NextSpeed, 2 ); if( Ret ) // Oh noez! we hit something { // Set to hit position if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() ) { if( Ret == 1 ) { if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f; if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f; if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f; if( Tracer.HitNormal.y > 0 ) // means on ground { m_bOnGround = true; } } NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z); NextPos.x += Tracer.HitNormal.x * 0.5f; NextPos.z += Tracer.HitNormal.z * 0.5f; } else NextPos += (NextSpeed * a_Dt); } else { // We didn't hit anything, so move =] NextPos += (NextSpeed * a_Dt); } } BlockX = (int) floor(NextPos.x); BlockZ = (int) floor(NextPos.z); NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ); // See if we can commit our changes. If not, we will discard them. if (NextChunk != NULL) { if (NextPos.x != GetPosX()) SetPosX(NextPos.x); if (NextPos.y != GetPosY()) SetPosY(NextPos.y); if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z); if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x); if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y); if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z); } } }
void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) { // TODO Add collision detection with entities. a_Dt /= 1000; // Convert from msec to sec Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ()); Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ()); int BlockX = (int) floor(NextPos.x); int BlockY = (int) floor(NextPos.y); int BlockZ = (int) floor(NextPos.z); if ((BlockY >= cChunkDef::Height) || (BlockY < 0)) { // Outside of the world cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ); // See if we can commit our changes. If not, we will discard them. if (NextChunk != NULL) { SetSpeed(NextSpeed); NextPos += (NextSpeed * a_Dt); SetPosition(NextPos); } return; } // Make sure we got the correct chunk and a valid one. No one ever knows... cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ); if (NextChunk != NULL) { int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width); int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width); BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ ); BLOCKTYPE BlockBelow = (BlockY > 0) ? NextChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR; if (!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block { if (m_bOnGround) // check if it's still on the ground { if (!g_BlockIsSolid[BlockBelow]) // Check if block below is air or water. { m_bOnGround = false; } } } else { // Push out entity. BLOCKTYPE GotBlock; static const struct { int x, y, z; } gCrossCoords[] = { { 1, 0, 0}, {-1, 0, 0}, { 0, 0, 1}, { 0, 0, -1}, } ; bool IsNoAirSurrounding = true; for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++) { if (!NextChunk->UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock)) { // The pickup is too close to an unloaded chunk, bail out of any physics handling return; } if (!g_BlockIsSolid[GotBlock]) { NextPos.x += gCrossCoords[i].x; NextPos.z += gCrossCoords[i].z; IsNoAirSurrounding = false; break; } } // for i - gCrossCoords[] if (IsNoAirSurrounding) { NextPos.y += 0.5; } m_bOnGround = true; LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}", m_UniqueID, GetClass(), BlockX, BlockY, BlockZ ); } if (!m_bOnGround) { float fallspeed; if (IsBlockWater(BlockIn)) { fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water. } else if (IsBlockRail(BlockBelow) && IsMinecart()) // Rails aren't solid, except for Minecarts { fallspeed = 0; m_bOnGround = true; } else if (BlockIn == E_BLOCK_COBWEB) { NextSpeed.y *= 0.05; // Reduce overall falling speed fallspeed = 0; // No falling. } else { // Normal gravity fallspeed = m_Gravity * a_Dt; } NextSpeed.y += fallspeed; } else { if (IsMinecart()) { if (!IsBlockRail(BlockBelow)) { // Friction if minecart is off track, otherwise, Minecart.cpp handles this if (NextSpeed.SqrLength() > 0.0004f) { NextSpeed.x *= 0.7f / (1 + a_Dt); if (fabs(NextSpeed.x) < 0.05) { NextSpeed.x = 0; } NextSpeed.z *= 0.7f / (1 + a_Dt); if (fabs(NextSpeed.z) < 0.05) { NextSpeed.z = 0; } } } } else { // Friction for non-minecarts if (NextSpeed.SqrLength() > 0.0004f) { NextSpeed.x *= 0.7f / (1 + a_Dt); if (fabs(NextSpeed.x) < 0.05) { NextSpeed.x = 0; } NextSpeed.z *= 0.7f / (1 + a_Dt); if (fabs(NextSpeed.z) < 0.05) { NextSpeed.z = 0; } } } } // Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we // might have different speed modifiers according to terrain. if (BlockIn == E_BLOCK_COBWEB) { NextSpeed.x *= 0.25; NextSpeed.z *= 0.25; } //Get water direction Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ); m_WaterSpeed *= 0.9f; //Reduce speed each tick switch(WaterDir) { case X_PLUS: m_WaterSpeed.x = 0.2f; m_bOnGround = false; break; case X_MINUS: m_WaterSpeed.x = -0.2f; m_bOnGround = false; break; case Z_PLUS: m_WaterSpeed.z = 0.2f; m_bOnGround = false; break; case Z_MINUS: m_WaterSpeed.z = -0.2f; m_bOnGround = false; break; default: break; } if (fabs(m_WaterSpeed.x) < 0.05) { m_WaterSpeed.x = 0; } if (fabs(m_WaterSpeed.z) < 0.05) { m_WaterSpeed.z = 0; } NextSpeed += m_WaterSpeed; if( NextSpeed.SqrLength() > 0.f ) { cTracer Tracer( GetWorld() ); int Ret = Tracer.Trace( NextPos, NextSpeed, 2 ); if( Ret ) // Oh noez! we hit something { // Set to hit position if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() ) { if( Ret == 1 ) { if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f; if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f; if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f; if( Tracer.HitNormal.y > 0 ) // means on ground { m_bOnGround = true; } } NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z); NextPos.x += Tracer.HitNormal.x * 0.3f; NextPos.y += Tracer.HitNormal.y * 0.05f; // Any larger produces entity vibration-upon-the-spot NextPos.z += Tracer.HitNormal.z * 0.3f; } else { NextPos += (NextSpeed * a_Dt); } } else { // We didn't hit anything, so move =] NextPos += (NextSpeed * a_Dt); } } BlockX = (int) floor(NextPos.x); BlockZ = (int) floor(NextPos.z); NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ); // See if we can commit our changes. If not, we will discard them. if (NextChunk != NULL) { if (NextPos.x != GetPosX()) SetPosX(NextPos.x); if (NextPos.y != GetPosY()) SetPosY(NextPos.y); if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z); if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x); if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y); if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z); } } }