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authorKahrl <kahrl@gmx.net>2011-09-15 00:32:11 +0200
committerKahrl <kahrl@gmx.net>2011-09-15 01:53:42 +0200
commit63266928a5e2b6f4b712695eb56cb1de3899ba21 (patch)
tree5b641e640643e596d59d9794655ea35671547ced /src/game.cpp
parentfc92da432401051a8cc17618941625aec6b12d20 (diff)
downloadhax-minetest-server-63266928a5e2b6f4b712695eb56cb1de3899ba21.tar.gz
hax-minetest-server-63266928a5e2b6f4b712695eb56cb1de3899ba21.zip
Made wielded tool move slightly (and smoothly) during view bobbing. Making the tool be a child node of an empty scene node instead of the camera scene node seemingly fixed the uncontrollable tool jitter, too.
Diffstat (limited to '')
-rw-r--r--src/game.cpp12
1 files changed, 2 insertions, 10 deletions
diff --git a/src/game.cpp b/src/game.cpp
index cb7594c30..a712323b5 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -813,16 +813,8 @@ void the_game(
Create the camera node
*/
Camera camera(smgr, draw_control);
- if (camera.getPlayerNode() == NULL)
- {
- error_message = L"Failed to create the player node";
+ if (!camera.successfullyCreated(error_message))
return;
- }
- if (camera.getCameraNode() == NULL)
- {
- error_message = L"Failed to create the camera node";
- return;
- }
f32 camera_yaw = 0; // "right/left"
f32 camera_pitch = 0; // "up/down"
@@ -856,7 +848,7 @@ void the_game(
mesh->addMeshBuffer(buf);
buf->drop();
- tool_wield = smgr->addMeshSceneNode(mesh, camera.getCameraNode());
+ tool_wield = smgr->addMeshSceneNode(mesh, camera.getHeadNode());
mesh->drop();
}
tool_wield->setVisible(false);