Extensive netcode changes, bugfixes
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@@ -6,7 +6,6 @@ import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import io.anuke.mindustry.content.blocks.Blocks;
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import io.anuke.mindustry.core.GameState.State;
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import io.anuke.mindustry.entities.Player;
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import io.anuke.mindustry.gen.CallEntity;
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import io.anuke.mindustry.graphics.Palette;
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import io.anuke.mindustry.input.PlaceUtils.NormalizeDrawResult;
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import io.anuke.mindustry.input.PlaceUtils.NormalizeResult;
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@@ -140,7 +139,7 @@ public class DesktopInput extends InputHandler{
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}
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if(player.isShooting && !canShoot()){
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CallEntity.setShooting(false);
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player.isShooting = false;
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}
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if(isPlacing()){
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@@ -207,7 +206,7 @@ public class DesktopInput extends InputHandler{
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//only begin shooting if there's no cursor event
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if(!tileTapped(cursor) && !tryTapPlayer(worldx, worldy) && player.getPlaceQueue().size == 0 && !droppingItem &&
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!tryBeginMine(cursor) && player.getMineTile() == null){
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CallEntity.setShooting(true);
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player.isShooting = true;
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}
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}
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}else if(button == Buttons.RIGHT){ //right = begin breaking
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@@ -229,7 +228,7 @@ public class DesktopInput extends InputHandler{
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@Override
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public boolean touchUp (int screenX, int screenY, int pointer, int button) {
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if(button == Buttons.LEFT){
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CallEntity.setShooting(false);
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player.isShooting = false;
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}
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if(player.isDead() || state.is(State.menu) || ui.hasDialog()) return false;
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@@ -265,11 +265,6 @@ public abstract class InputHandler extends InputAdapter{
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player.addBuildRequest(new BuildRequest(tile.x, tile.y));
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}
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@Remote(targets = Loc.client, called = Loc.both, in = In.entities)
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public static void setShooting(Player player, boolean on){
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player.isShooting = on;
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}
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@Remote(targets = Loc.both, called = Loc.server, in = In.entities)
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public static void dropItem(Player player, float angle){
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if(Net.server() && !player.inventory.hasItem()){
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@@ -332,6 +327,7 @@ public abstract class InputHandler extends InputAdapter{
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@Remote(targets = Loc.both, called = Loc.server, forward = true, in = In.blocks)
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public static void onTileTapped(Player player, Tile tile){
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if(tile == null || player == null) return;
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tile.block().tapped(tile, player);
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}
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