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Illuna-Minetest
illuna-minetest
Commits
7238df4c
Commit
7238df4c
authored
9 years ago
by
BlockMen
Browse files
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Fix sneaking (fixes #665 and #3045)
parent
c4b5561b
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2 changed files
src/localplayer.cpp
+44
-28
44 additions, 28 deletions
src/localplayer.cpp
src/localplayer.h
+5
-2
5 additions, 2 deletions
src/localplayer.h
with
49 additions
and
30 deletions
src/localplayer.cpp
+
44
−
28
View file @
7238df4c
...
...
@@ -48,9 +48,10 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
light_color
(
255
,
255
,
255
,
255
),
m_sneak_node
(
32767
,
32767
,
32767
),
m_sneak_node_exists
(
false
),
m_need_to_get_new_sneak_node
(
true
),
m_sneak_node_bb_ymax
(
0
),
m_old_node_below
(
32767
,
32767
,
32767
),
m_old_node_below_type
(
"air"
),
m_need_to_get_new_sneak_node
(
true
),
m_can_jump
(
false
),
m_cao
(
NULL
)
{
...
...
@@ -179,25 +180,26 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
If sneaking, keep in range from the last walked node and don't
fall off from it
*/
if
(
control
.
sneak
&&
m_sneak_node_exists
&&
if
(
control
.
sneak
&&
m_sneak_node_exists
&&
!
(
fly_allowed
&&
g_settings
->
getBool
(
"free_move"
))
&&
!
in_liquid
&&
physics_override_sneak
)
{
f32
maxd
=
0.5
*
BS
+
sneak_max
;
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
);
position
.
Z
=
rangelim
(
position
.
Z
,
lwn_f
.
Z
-
maxd
,
lwn_f
.
Z
+
maxd
);
if
(
!
is_climbing
)
{
f32
min_y
=
lwn_f
.
Y
+
0.5
*
BS
;
if
(
position
.
Y
<
min_y
)
{
position
.
Y
=
min_y
;
if
(
m_speed
.
Y
<
0
)
m_speed
.
Y
=
0
;
}
if
(
!
is_climbing
)
{
// Move up if necessary
f32
new_y
=
(
lwn_f
.
Y
-
0.5
*
BS
)
+
m_sneak_node_bb_ymax
;
if
(
position
.
Y
<
new_y
)
position
.
Y
=
new_y
;
/*
Collision seems broken, since player is sinking when
sneaking over the edges of current sneaking_node.
TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
*/
if
(
m_speed
.
Y
<
0
)
m_speed
.
Y
=
0
;
}
}
...
...
@@ -230,27 +232,28 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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
,
0.05
*
BS
,
0
),
BS
);
if
(
m_sneak_node_exists
&&
nodemgr
->
get
(
map
->
getNodeNoEx
(
m_old_node_below
)).
name
==
"air"
&&
m_old_node_below_type
!=
"air"
)
{
f32
position_y_mod
=
0.05
*
BS
;
if
(
m_sneak_node_bb_ymax
>
0
)
position_y_mod
=
m_sneak_node_bb_ymax
-
position_y_mod
;
v3s16
current_node
=
floatToInt
(
position
-
v3f
(
0
,
position_y_mod
,
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"
)
{
}
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
&&
physics_override_sneak
)
{
v3s16
pos_i_bottom
=
floatToInt
(
position
-
v3f
(
0
,
0.05
*
BS
,
0
),
BS
);
if
(
m_need_to_get_new_sneak_node
&&
physics_override_sneak
)
{
m_sneak_node_bb_ymax
=
0
;
v3s16
pos_i_bottom
=
floatToInt
(
position
-
v3f
(
0
,
position_y_mod
,
0
),
BS
);
v2f
player_p2df
(
position
.
X
,
position
.
Z
);
f32
min_distance_f
=
100000.0
*
BS
;
f32
min_distance_f
=
100000.0
*
BS
;
// If already seeking from some node, compare to it.
/*if(m_sneak_node_exists)
{
...
...
@@ -298,11 +301,24 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
new_sneak_node
=
p
;
}
bool
sneak_node_found
=
(
min_distance_f
<
100000.0
*
BS
*
0.9
);
bool
sneak_node_found
=
(
min_distance_f
<
100000.0
*
BS
*
0.9
);
m_sneak_node
=
new_sneak_node
;
m_sneak_node_exists
=
sneak_node_found
;
if
(
sneak_node_found
)
{
f32
cb_max
=
0
;
MapNode
n
=
map
->
getNodeNoEx
(
m_sneak_node
);
std
::
vector
<
aabb3f
>
nodeboxes
=
n
.
getCollisionBoxes
(
nodemgr
);
for
(
std
::
vector
<
aabb3f
>::
iterator
it
=
nodeboxes
.
begin
();
it
!=
nodeboxes
.
end
();
++
it
)
{
aabb3f
box
=
*
it
;
if
(
box
.
MaxEdge
.
Y
>
cb_max
)
cb_max
=
box
.
MaxEdge
.
Y
;
}
m_sneak_node_bb_ymax
=
cb_max
;
}
/*
If sneaking, the player's collision box can be in air, so
this has to be set explicitly
...
...
This diff is collapsed.
Click to expand it.
src/localplayer.h
+
5
−
2
View file @
7238df4c
...
...
@@ -85,12 +85,15 @@ class LocalPlayer : public Player
v3s16
m_sneak_node
;
// Whether the player is allowed to sneak
bool
m_sneak_node_exists
;
// Whether recalculation of the sneak node is needed
bool
m_need_to_get_new_sneak_node
;
// Stores the max player uplift by m_sneak_node and is updated
// when m_need_to_get_new_sneak_node == true
f32
m_sneak_node_bb_ymax
;
// 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
;
bool
m_can_jump
;
GenericCAO
*
m_cao
;
...
...
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