refactor: refactor KBM input code

This commit is contained in:
daoge_cmd
2026-03-04 21:19:40 +08:00
parent ac03b88a90
commit 1dc8a005ed
25 changed files with 1187 additions and 689 deletions

View File

@@ -251,13 +251,10 @@ void LocalPlayer::aiStep()
if (changingDimensionDelay > 0) changingDimensionDelay--;
bool wasJumping = input->jumping;
float runTreshold = 0.8f;
float sprintForward = input->sprintForward;
bool wasRunning = sprintForward >= runTreshold;
bool wasRunning = input->ya >= runTreshold;
//input->tick( dynamic_pointer_cast<Player>( shared_from_this() ) );
// 4J-PB - make it a localplayer
input->tick( this );
sprintForward = input->sprintForward;
if (isUsingItem() && !isRiding())
{
input->xa *= 0.2f;
@@ -281,25 +278,9 @@ void LocalPlayer::aiStep()
// world with low food, then reload it in creative.
if(abilities.mayfly || isAllowedToFly() ) enoughFoodToSprint = true;
bool forwardEnoughToTriggerSprint = sprintForward >= runTreshold;
bool forwardReturnedToDeadzone = sprintForward == 0.0f;
bool forwardEnoughToContinueSprint = sprintForward >= runTreshold;
#ifdef _WINDOWS64
if (GetXboxPad() == 0 && input->usingKeyboardMovement)
{
forwardEnoughToContinueSprint = sprintForward > 0.0f;
}
#endif
#ifdef _WINDOWS64
// Keyboard sprint: Ctrl held while moving forward
if (GetXboxPad() == 0 && input->usingKeyboardMovement && KMInput.IsKeyDown(VK_CONTROL) && sprintForward > 0.0f &&
enoughFoodToSprint && !isUsingItem() && !hasEffect(MobEffect::blindness) && onGround)
{
if (!isSprinting()) setSprinting(true);
}
#endif
bool forwardEnoughToTriggerSprint = input->ya >= runTreshold;
bool forwardReturnedToDeadzone = input->ya == 0.0f;
bool forwardEnoughToContinueSprint = input->ya >= runTreshold;
// 4J - altered this slightly to make sure that the joypad returns to below returnTreshold in between registering two movements up to runThreshold
if (onGround && !isSprinting() && enoughFoodToSprint && !isUsingItem() && !hasEffect(MobEffect::blindness))
@@ -327,6 +308,12 @@ void LocalPlayer::aiStep()
}
}
if (isSneaking()) sprintTriggerTime = 0;
#ifdef _WINDOWS64
if (input->sprinting && onGround && enoughFoodToSprint && !isUsingItem() && !hasEffect(MobEffect::blindness) && !isSneaking())
{
setSprinting(true);
}
#endif
// 4J-PB - try not stopping sprint on collision
//if (isSprinting() && (input->ya < runTreshold || horizontalCollision || !enoughFoodToSprint))
if (isSprinting() && (!forwardEnoughToContinueSprint || !enoughFoodToSprint || isSneaking() || isUsingItem()))