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Diffstat (limited to 'src/player.cpp')
-rw-r--r--src/player.cpp18
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(