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format everything
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@@ -154,7 +154,8 @@ void LocalPlayer::serverAiStep() {
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// Don't bother for tiny inputs
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if (fMag >= 0.1f) {
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// Get angle (in player rotated space) of input controls
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float yRotInput = atan2f(input->ya, input->xa) * (180.0f / std::numbers::pi);
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float yRotInput =
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atan2f(input->ya, input->xa) * (180.0f / std::numbers::pi);
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// Now get in world space
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float yRotFinal = yRotInput + yRot;
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// Snap this to nearest 90 degrees
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@@ -165,8 +166,10 @@ void LocalPlayer::serverAiStep() {
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float yRotInputAdjust = yRotInput + yRotDiff;
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// Calculate final x/y player-space movement required
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this->xxa = cos(yRotInputAdjust * (std::numbers::pi / 180.0f)) * fMag;
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this->yya = sin(yRotInputAdjust * (std::numbers::pi / 180.0f)) * fMag;
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this->xxa =
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cos(yRotInputAdjust * (std::numbers::pi / 180.0f)) * fMag;
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this->yya =
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sin(yRotInputAdjust * (std::numbers::pi / 180.0f)) * fMag;
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} else {
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this->xxa = input->xa;
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this->yya = input->ya;
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@@ -748,9 +751,8 @@ void LocalPlayer::magicCrit(std::shared_ptr<Entity> e) {
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}
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void LocalPlayer::take(std::shared_ptr<Entity> e, int orgCount) {
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minecraft->particleEngine->add(
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std::make_shared<TakeAnimationParticle>(
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(Level*)minecraft->level, e, shared_from_this(), -0.5f));
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minecraft->particleEngine->add(std::make_shared<TakeAnimationParticle>(
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(Level*)minecraft->level, e, shared_from_this(), -0.5f));
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}
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void LocalPlayer::chat(const std::wstring& message) {}
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@@ -822,7 +824,6 @@ void LocalPlayer::awardStat(Stat* stat, const std::vector<uint8_t>& param) {
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// players cannot get theme/avatar/gamerpic and Trial players cannot
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// get any This causes some extreme flooding of some awards
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if (ProfileManager.CanBeAwarded(m_iPad, ach->getAchievementID())) {
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// 4J Stu - Some awards cause a menu to popup. This can be bad,
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// especially if you are surrounded by mobs! We cannot pause the
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// game unless in offline single player, but lets at least do it
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