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authorJens Rottmann <30634967+JRottm@users.noreply.github.com>2017-08-04 21:48:32 +0200
committersfan5 <sfan5@live.de>2017-08-05 12:38:11 +0200
commit0c893ea1232c96f43d6934bdce8f954ae05b1203 (patch)
tree4b3e5812aafb9836537108ff6c910aa0c2472c77 /util/wireshark
parente63df5ce80eb1a0955e04f75ce8f72f119dc5f3c (diff)
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Fix player coordinate rounding in collisionMoveSimple() (#6197)
To determine the area (nodes) where a player movement took place collisionMoveSimple() first took the old/new player coordinates and rounded them to integers, then added the player character's collision box and implicitely rounded the result. This has 2 problems: Rounding the position and the box seperately, then adding the resulting integers means you get twice the rounding error. And implicit rounding always rounds towards 0.0, unlike floatToInt(), which rounds towards the closest integer. Previous (simplified) behavior: round(pos)+(int)box, for example player at Y=0.9, body is 1.75m high: round(0.9)+(int)1.75 = 1+1 = 2. ==> A character's height of 1.75m always got rounded down to 1m, its width of +/-0.3 even became 0. Fixed by adding the floats first, then rounding properly: round(pos+box) = round(0.9+1.75) = round(2.65) = 3.
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