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authoruntodesu <kirill@untode.su>2025-12-26 18:09:35 +0500
committeruntodesu <kirill@untode.su>2025-12-26 18:09:35 +0500
commitf755a1eeb45262fe3aea64efc3914709d572afcc (patch)
treebb08dff89a7ddd446a4363edabac8f9ee0514234 /src/game/client/entity/player_move.cc
parenteebc2b776717f18e4a24af39b0209afa8eb7404f (diff)
downloadvoxelius-f755a1eeb45262fe3aea64efc3914709d572afcc.tar.bz2
voxelius-f755a1eeb45262fe3aea64efc3914709d572afcc.zip
Add interpolation to Velocity component; fixes #20
- Also disabled snapping to grid for sideways movement as it was somehow messing with player_move code and was making you slide on voxels as if you were on ice (not good)
Diffstat (limited to 'src/game/client/entity/player_move.cc')
-rw-r--r--src/game/client/entity/player_move.cc1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/game/client/entity/player_move.cc b/src/game/client/entity/player_move.cc
index 14d64cc..edf9150 100644
--- a/src/game/client/entity/player_move.cc
+++ b/src/game/client/entity/player_move.cc
@@ -161,6 +161,7 @@ void player_move::fixed_update(void)
// Interpolation - preserve current component states
globals::dimension->entities.emplace_or_replace<client::TransformPrev>(globals::player, transform);
+ globals::dimension->entities.emplace_or_replace<client::VelocityPrev>(globals::player, velocity);
glm::fvec3 forward, right;
math::vectors(glm::fvec3(0.0f, head.angles[1], 0.0f), &forward, &right, nullptr);