diff options
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r-- | src/localplayer.cpp | 48 |
1 files changed, 31 insertions, 17 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp index ab44f155f..9e30aeac8 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -35,7 +35,6 @@ LocalPlayer::LocalPlayer(Client *client, const char *name): Player(name, client->idef()), parent(0), hp(PLAYER_MAX_HP), - got_teleported(false), isAttached(false), touching_ground(false), in_liquid(false), @@ -305,29 +304,43 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, if (control.sneak && m_sneak_node_exists && !(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; - const v3f bmax = m_sneak_node_bb_top.MaxEdge; + physics_override_sneak) { + const v3f sn_f = intToFloat(m_sneak_node, BS); + const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge; + const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge; + const v3f old_pos = position; + const v3f old_speed = m_speed; position.X = rangelim(position.X, - sn_f.X+bmin.X - sneak_max.X, sn_f.X+bmax.X + sneak_max.X); + bmin.X - sneak_max.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); + bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z); + + if (position.X != old_pos.X) + m_speed.X = 0; + if (position.Z != old_pos.Z) + m_speed.Z = 0; // 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); + position.Y = MYMAX(position.Y, bmax.Y); } else { // legacy behaviour that sometimes causes some weird slow sinking m_speed.Y = MYMAX(m_speed.Y, 0); } - } - if (got_teleported) - got_teleported = false; + if (collision_info != NULL && + m_speed.Y - old_speed.Y > BS) { + // Collide with sneak node, report fall damage + CollisionInfo sn_info; + sn_info.node_p = m_sneak_node; + sn_info.old_speed = old_speed; + sn_info.new_speed = m_speed; + collision_info->push_back(sn_info); + } + } // TODO: this shouldn't be hardcoded but transmitted from server float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2); @@ -449,9 +462,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS)); /* - Set new position + Set new position but keep sneak node set */ + bool sneak_node_exists = m_sneak_node_exists; setPosition(position); + m_sneak_node_exists = sneak_node_exists; /* Report collisions @@ -917,7 +932,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, */ if (control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid && - physics_override_sneak && !got_teleported) { + physics_override_sneak) { f32 maxd = 0.5 * BS + sneak_max; v3f lwn_f = intToFloat(m_sneak_node, BS); position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd); @@ -938,9 +953,6 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, } } - if (got_teleported) - got_teleported = false; - // this shouldn't be hardcoded but transmitted from server float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2); @@ -1055,9 +1067,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, } /* - Set new position + Set new position but keep sneak node set */ + bool sneak_node_exists = m_sneak_node_exists; setPosition(position); + m_sneak_node_exists = sneak_node_exists; /* Report collisions |