#include "stdafx.h" #include "net.minecraft.world.entity.h" #include "net.minecraft.world.entity.ai.control.h" #include "BodyControl.h" const float BodyControl::maxClampAngle = 75.0f; BodyControl::BodyControl(Mob *mob) { this->mob = mob; timeStill = 0; lastHeadY = 0.0f; } void BodyControl::clientTick() { double xd = mob->x - mob->xo; double zd = mob->z - mob->zo; if (xd * xd + zd * zd > MoveControl::MIN_SPEED_SQR) { // we are moving. mob->yBodyRot = mob->yRot; mob->yHeadRot = clamp(mob->yBodyRot, mob->yHeadRot, maxClampAngle); lastHeadY = mob->yHeadRot; timeStill = 0; return; } // Body will align to head after looking long enough in a direction float clampAngle = maxClampAngle; if (abs(mob->yHeadRot - lastHeadY) > 15) { timeStill = 0; lastHeadY = mob->yHeadRot; } else { ++timeStill; static const int timeStillBeforeTurn = 10; if (timeStill > timeStillBeforeTurn) clampAngle = max(1 - (timeStill - timeStillBeforeTurn) / 10.f, 0.0f) * maxClampAngle; } mob->yBodyRot = clamp(mob->yHeadRot, mob->yBodyRot, clampAngle); } float BodyControl::clamp(float clampTo, float clampFrom, float clampAngle) { float headDiffBody = Mth::wrapDegrees(clampTo - clampFrom); if (headDiffBody < -clampAngle) headDiffBody = -clampAngle; if (headDiffBody >= clampAngle) headDiffBody = +clampAngle; return clampTo - headDiffBody; }