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authorgregorycu <gregory.currie@gmail.com>2015-02-01 14:40:50 +1100
committerkwolekr <kwolekr@minetest.net>2015-08-06 03:14:56 -0400
commit5c3c965c1a6e1fb5957d441c2d04d8470b80d710 (patch)
treedd0da1aa70c9d0edca1ce5a02cd760f78ef37b96
parent8560ece02e36b1e0ee7b86db2a38b8becbb639e4 (diff)
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Fix detection of sneaking node
This fixes bug 1551
-rw-r--r--src/localplayer.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index 1a59504ef..aee862200 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -230,7 +230,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
player is sneaking from, if any. If the node from under
the player has been removed, the player falls.
*/
- v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
+ v3s16 current_node = floatToInt(position - v3f(0, 0.05 * BS, 0), BS);
if(m_sneak_node_exists &&
nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
m_old_node_below_type != "air")
@@ -248,7 +248,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
}
if(m_need_to_get_new_sneak_node && physics_override_sneak)
{
- v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
+ v3s16 pos_i_bottom = floatToInt(position - v3f(0, 0.05 * BS ,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.