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-rw-r--r--src/constants.h3
-rw-r--r--src/content_cao.h5
-rw-r--r--src/content_sao.cpp1
-rw-r--r--src/localplayer.cpp12
-rw-r--r--src/network/networkprotocol.h2
5 files changed, 20 insertions, 3 deletions
diff --git a/src/constants.h b/src/constants.h
index fb9e97cb3..e615d00cd 100644
--- a/src/constants.h
+++ b/src/constants.h
@@ -80,6 +80,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// the main loop (related to TempMods and day/night)
//#define MAP_BLOCKSIZE 32
+// Player step height in nodes
+#define PLAYER_DEFAULT_STEPHEIGHT 0.6f
+
/*
Old stuff that shouldn't be hardcoded
*/
diff --git a/src/content_cao.h b/src/content_cao.h
index d6d5deac8..dc254ad5b 100644
--- a/src/content_cao.h
+++ b/src/content_cao.h
@@ -147,6 +147,11 @@ public:
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();
+ inline f32 getStepHeight() const
+ {
+ return m_prop.stepheight;
+ }
+
inline bool isLocalPlayer() const
{
return m_is_local_player;
diff --git a/src/content_sao.cpp b/src/content_sao.cpp
index 5ba4f1ad1..674ab580c 100644
--- a/src/content_sao.cpp
+++ b/src/content_sao.cpp
@@ -799,6 +799,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
// end of default appearance
m_prop.is_visible = true;
m_prop.makes_footstep_sound = true;
+ m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
m_hp = PLAYER_MAX_HP;
}
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index 0ab252a9d..f04be07d6 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -279,9 +279,15 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// This should always apply, otherwise there are glitches
sanity_check(d > pos_max_d);
- // TODO: this shouldn't be hardcoded but transmitted from server
- float player_stepheight = (touching_ground) ? (BS * 0.6f) : (BS * 0.2f);
-
+ // Player object property step height is multiplied by BS in
+ // /src/script/common/c_content.cpp and /src/content_sao.cpp
+ float player_stepheight = (m_cao == nullptr) ? 0.0f :
+ (touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
+
+ // TODO this is a problematic hack.
+ // Use a better implementation for autojump, or apply a custom stepheight
+ // to all players, as this currently creates unintended special movement
+ // abilities and advantages for Android players on a server.
#ifdef __ANDROID__
player_stepheight += (0.6f * BS);
#endif
diff --git a/src/network/networkprotocol.h b/src/network/networkprotocol.h
index c85887802..c90e9456a 100644
--- a/src/network/networkprotocol.h
+++ b/src/network/networkprotocol.h
@@ -174,6 +174,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
Add settable player collisionbox. Breaks compatibility with older
clients as a 1-node vertical offset has been removed from player's
position
+ Add settable player stepheight using existing object property.
+ Breaks compatibility with older clients.
*/
#define LATEST_PROTOCOL_VERSION 35