diff options
-rw-r--r-- | src/localplayer.cpp | 45 | ||||
-rw-r--r-- | src/localplayer.h | 6 |
2 files changed, 38 insertions, 13 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp index df668b36d..c1bfa3422 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -35,7 +35,10 @@ with this program; if not, write to the Free Software Foundation, Inc., LocalPlayer::LocalPlayer(IGameDef *gamedef): Player(gamedef), m_sneak_node(32767,32767,32767), - m_sneak_node_exists(false) + m_sneak_node_exists(false), + m_old_node_below(32767,32767,32767), + m_old_node_below_type("air"), + m_need_to_get_new_sneak_node(true) { // Initialize hp to 0, so that no hearts will be shown if server // doesn't support health points @@ -189,8 +192,26 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, /* Check the nodes under the player to see from which node the - player is sneaking from, if any. + 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); + if(m_sneak_node_exists && + nodemgr->get(map.getNodeNoEx(m_old_node_below)).name == "air" && + m_old_node_below_type != "air") + { + // Old node appears to have been removed; that is, + // it wasn't air before but now it is + m_need_to_get_new_sneak_node = false; + m_sneak_node_exists = false; + } + else if(nodemgr->get(map.getNodeNoEx(current_node)).name != "air") + { + // We are on something, so make sure to recalculate the sneak + // node. + m_need_to_get_new_sneak_node = true; + } + if(m_need_to_get_new_sneak_node) { v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS); v2f player_p2df(position.X, position.Z); @@ -240,17 +261,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, } bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9); - - if(control.sneak && m_sneak_node_exists) - { - if(sneak_node_found) - m_sneak_node = new_sneak_node; - } - else - { - m_sneak_node = new_sneak_node; - m_sneak_node_exists = sneak_node_found; - } + + m_sneak_node = new_sneak_node; + m_sneak_node_exists = sneak_node_found; /* If sneaking, the player's collision box can be in air, so @@ -295,6 +308,12 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, } } } + + /* + Update the node last under the player + */ + m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS); + m_old_node_below_type = nodemgr->get(map.getNodeNoEx(m_old_node_below)).name; } void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d) diff --git a/src/localplayer.h b/src/localplayer.h index ef2b32cca..9a9767d38 100644 --- a/src/localplayer.h +++ b/src/localplayer.h @@ -95,6 +95,12 @@ private: v3s16 m_sneak_node; // Whether the player is allowed to sneak bool m_sneak_node_exists; + // Node below player, used to determine whether it has been removed, + // and its old type + v3s16 m_old_node_below; + std::string m_old_node_below_type; + // Whether recalculation of the sneak node is needed + bool m_need_to_get_new_sneak_node; }; #endif |