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authorGregor Parzefall <82708541+grorp@users.noreply.github.com>2022-03-14 21:01:18 +0100
committerGitHub <noreply@github.com>2022-03-14 21:01:18 +0100
commit289c3ff37723402bab71e2849abe060403ef8f41 (patch)
tree6972b51dcd8e8621c8b33f66144beeb5c8fd3c65
parent11f3f72f1cfe8111574ee865829c380cd7fc7c30 (diff)
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Fix footsteps for players whose collision box min y != 0 (#12110)
-rw-r--r--src/client/localplayer.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/client/localplayer.cpp b/src/client/localplayer.cpp
index 4f1ea7bda..279efafe9 100644
--- a/src/client/localplayer.cpp
+++ b/src/client/localplayer.cpp
@@ -672,19 +672,21 @@ v3s16 LocalPlayer::getStandingNodePos()
v3s16 LocalPlayer::getFootstepNodePos()
{
+ v3f feet_pos = getPosition() + v3f(0.0f, m_collisionbox.MinEdge.Y, 0.0f);
+
// Emit swimming sound if the player is in liquid
if (in_liquid_stable)
- return floatToInt(getPosition(), BS);
+ return floatToInt(feet_pos, BS);
// BS * 0.05 below the player's feet ensures a 1/16th height
// nodebox is detected instead of the node below it.
if (touching_ground)
- return floatToInt(getPosition() - v3f(0.0f, BS * 0.05f, 0.0f), BS);
+ return floatToInt(feet_pos - v3f(0.0f, BS * 0.05f, 0.0f), BS);
// A larger distance below is necessary for a footstep sound
// when landing after a jump or fall. BS * 0.5 ensures water
// sounds when swimming in 1 node deep water.
- return floatToInt(getPosition() - v3f(0.0f, BS * 0.5f, 0.0f), BS);
+ return floatToInt(feet_pos - v3f(0.0f, BS * 0.5f, 0.0f), BS);
}
v3s16 LocalPlayer::getLightPosition() const