diff options
author | sfan5 <sfan5@live.de> | 2017-03-27 18:22:40 +0200 |
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committer | paramat <mat.gregory@virginmedia.com> | 2017-03-29 00:51:13 +0100 |
commit | b85301ce69a3dc0763408dafc88cb4c1f56e53cf (patch) | |
tree | b5380319c51ddf145649efc75dff184694ebd560 /src | |
parent | 81c3dc32a8e48aee076e4b28cae0037a4ae254d9 (diff) | |
download | minetest-b85301ce69a3dc0763408dafc88cb4c1f56e53cf.tar.gz minetest-b85301ce69a3dc0763408dafc88cb4c1f56e53cf.tar.bz2 minetest-b85301ce69a3dc0763408dafc88cb4c1f56e53cf.zip |
Sneak: Fix stair lower step bug and ladder in 1x1 hole bugs
Diffstat (limited to 'src')
-rw-r--r-- | src/localplayer.cpp | 27 |
1 files changed, 18 insertions, 9 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp index ab30df22b..dfb770d7b 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -261,15 +261,18 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, // Max. distance (X, Z) over border for sneaking determined by collision box // * 0.49 to keep the center just barely on the node v3f sneak_max = m_collisionbox.getExtent() * 0.49; - if (m_sneak_ladder_detected) - sneak_max = v3f(0.4 * BS, 0, 0.4 * BS); // restore legacy behaviour + if (m_sneak_ladder_detected) { + // restore legacy behaviour (this makes the m_speed.Y hack necessary) + sneak_max = v3f(0.4 * BS, 0, 0.4 * BS); + } /* If sneaking, keep in range from the last walked node and don't fall off from it */ if (control.sneak && m_sneak_node_exists && - !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid && + !(fly_allowed && g_settings->getBool("free_move")) && + !in_liquid && !is_climbing && physics_override_sneak && !got_teleported) { v3f sn_f = intToFloat(m_sneak_node, BS); const v3f bmin = m_sneak_node_bb_top.MinEdge; @@ -279,11 +282,14 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, sn_f.X+bmin.X - sneak_max.X, sn_f.X+bmax.X + sneak_max.X); position.Z = rangelim(position.Z, sn_f.Z+bmin.Z - sneak_max.Z, sn_f.Z+bmax.Z + sneak_max.Z); - // Because we keep the player collision box on the node, - // limiting position.Y is not necessary - if (m_sneak_ladder_detected) { - // this sometimes causes some weird slow sinking but *shrug* + // Because we keep the player collision box on the node, limiting + // position.Y is not necessary but useful to prevent players from + // being inside a node if sneaking on e.g. the lower part of a stair + if (!m_sneak_ladder_detected) { + position.Y = MYMAX(position.Y, sn_f.Y+bmax.Y); + } else { + // legacy behaviour that sometimes causes some weird slow sinking m_speed.Y = MYMAX(m_speed.Y, 0); } } @@ -451,8 +457,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos())); // Determine if jumping is possible m_can_jump = touching_ground && !in_liquid; - if(itemgroup_get(f.groups, "disable_jump")) + if (itemgroup_get(f.groups, "disable_jump")) m_can_jump = false; + else if (control.sneak && m_sneak_ladder_detected && !in_liquid && !is_climbing) + m_can_jump = true; + // Jump key pressed while jumping off from a bouncy block if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") && m_speed.Y >= -0.5 * BS) { @@ -631,7 +640,7 @@ void LocalPlayer::applyControl(float dtime) speedV.Y = movement_speed_walk; } } - else if(m_can_jump || (control.sneak && m_sneak_ladder_detected)) + else if(m_can_jump) { /* NOTE: The d value in move() affects jump height by |