diff options
Diffstat (limited to 'src/player.cpp')
-rw-r--r-- | src/player.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/player.cpp b/src/player.cpp index 9f8a97e7f..07879c21a 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -273,7 +273,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d) { v3f position = getPosition(); v3f oldpos = position; - v3s16 oldpos_i = floatToInt(oldpos); + v3s16 oldpos_i = floatToInt(oldpos, BS); /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<"," <<oldpos_i.Z<<")"<<std::endl;*/ @@ -296,7 +296,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d) */ // Player position in nodes - v3s16 pos_i = floatToInt(position); + v3s16 pos_i = floatToInt(position, BS); /* Check if player is in water (the oscillating value) @@ -305,13 +305,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d) // If in water, the threshold of coming out is at higher y if(in_water) { - v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0)); + v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS); in_water = content_liquid(map.getNode(pp).d); } // If not in water, the threshold of going in is at lower y else { - v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0)); + v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS); in_water = content_liquid(map.getNode(pp).d); } } @@ -324,7 +324,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d) Check if player is in water (the stable value) */ try{ - v3s16 pp = floatToInt(position + v3f(0,0,0)); + v3s16 pp = floatToInt(position + v3f(0,0,0), BS); in_water_stable = content_liquid(map.getNode(pp).d); } catch(InvalidPositionException &e) @@ -363,7 +363,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d) if(control.sneak && m_sneak_node_exists) { f32 maxd = 0.5*BS + sneak_max; - v3f lwn_f = intToFloat(m_sneak_node); + v3f lwn_f = intToFloat(m_sneak_node, BS); position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd); position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd); @@ -537,13 +537,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d) player is sneaking from, if any. */ { - v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0)); + v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS); v2f player_p2df(position.X, position.Z); f32 min_distance_f = 100000.0*BS; // If already seeking from some node, compare to it. /*if(m_sneak_node_exists) { - v3f sneaknode_pf = intToFloat(m_sneak_node); + v3f sneaknode_pf = intToFloat(m_sneak_node, BS); v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z); f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df); f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y); @@ -556,7 +556,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d) for(s16 z=-1; z<=1; z++) { v3s16 p = pos_i_bottom + v3s16(x,0,z); - v3f pf = intToFloat(p); + v3f pf = intToFloat(p, BS); v2f node_p2df(pf.X, pf.Z); f32 distance_f = player_p2df.getDistanceFrom(node_p2df); f32 max_axis_distance_f = MYMAX( |