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-rw-r--r--src/environment.cpp7
-rw-r--r--src/player.cpp20
-rw-r--r--src/player.h1
3 files changed, 24 insertions, 4 deletions
diff --git a/src/environment.cpp b/src/environment.cpp
index d6ff4d826..8103b7110 100644
--- a/src/environment.cpp
+++ b/src/environment.cpp
@@ -1512,6 +1512,11 @@ void ClientEnvironment::step(float dtime)
Get the speed the player is going
*/
bool is_climbing = lplayer->is_climbing;
+
+ /*
+ Check if the player is frozen (don't apply physics)
+ */
+ bool is_frozen = lplayer->is_frozen;
f32 player_speed = 0.001; // just some small value
player_speed = lplayer->getSpeed().getLength();
@@ -1570,7 +1575,7 @@ void ClientEnvironment::step(float dtime)
v3f lplayerpos = lplayer->getPosition();
// Apply physics
- if(free_move == false && is_climbing == false)
+ if(free_move == false && is_climbing == false && is_frozen == false)
{
// Gravity
v3f speed = lplayer->getSpeed();
diff --git a/src/player.cpp b/src/player.cpp
index d59ae7049..7cfdfebb6 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -330,7 +330,18 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
/*
Calculate new position
*/
- position += m_speed * dtime;
+ if(is_frozen) {
+ // Still move very slowly so as not to feel all completely stuck
+ position += m_speed * dtime * 0.001;
+ }
+ else {
+ position += m_speed * dtime;
+ }
+
+ /*
+ If the player enters an unloaded chunk this is set to true.
+ */
+ is_frozen = false;
// Skip collision detection if a special movement mode is used
bool free_move = g_settings.getBool("free_move");
@@ -503,8 +514,11 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
}
catch(InvalidPositionException &e)
{
- // Doing nothing here will block the player from
- // walking over map borders
+ if(!is_frozen) {
+ // freeze when entering unloaded areas
+ is_frozen = true;
+ }
+ continue;
}
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
diff --git a/src/player.h b/src/player.h
index 9a6ad93bf..13cffa205 100644
--- a/src/player.h
+++ b/src/player.h
@@ -142,6 +142,7 @@ public:
bool in_water_stable;
bool is_climbing;
bool swimming_up;
+ bool is_frozen;
Inventory inventory;
// Actual inventory is backed up here when creative mode is used