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Illuna-Minetest
illuna-minetest
Commits
d34c19f5
Commit
d34c19f5
authored
14 years ago
by
Perttu Ahola
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sneaking bug fixing
parent
607f5487
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1
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1 changed file
src/player.cpp
+33
-21
33 additions, 21 deletions
src/player.cpp
with
33 additions
and
21 deletions
src/player.cpp
+
33
−
21
View file @
d34c19f5
...
...
@@ -337,7 +337,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
Make it a bit larger than the maximum distance of movement
*/
//f32 d = pos_max_d * 1.1;
// A fairly large value in here makes moving
much
smoother
// A fairly large value in here makes moving smoother
f32
d
=
0.15
*
BS
;
// This should always apply, otherwise there are glitches
...
...
@@ -418,9 +418,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
for
(
s16
x
=
oldpos_i
.
X
-
1
;
x
<=
oldpos_i
.
X
+
1
;
x
++
)
{
try
{
if
(
content_walkable
(
map
.
getNode
(
v3s16
(
x
,
y
,
z
)).
d
)
==
false
){
// Player collides into walkable nodes
if
(
content_walkable
(
map
.
getNode
(
v3s16
(
x
,
y
,
z
)).
d
)
==
false
)
continue
;
}
}
catch
(
InvalidPositionException
&
e
)
{
...
...
@@ -533,24 +533,24 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
}
// xyz
/*
//Check the neighbors of m_sneak_node that are closer to
//the player. If walkable, set m_sneak_node to such.
Check the nodes under the player to see if the player can
sneak.
Check the nodes under the player to see from which node the
player is sneaking from, if any.
*/
{
v3s16
pos_i_bottom
=
floatToInt
(
position
-
v3f
(
0
,
BS
/
2
,
0
));
v2f
player_p2df
(
position
.
X
,
position
.
Z
);
f32
min_distance_f
=
100000.0
*
BS
;
if
(
m_sneak_node_exists
)
// If already seeking from some node, compare to it.
/*if(m_sneak_node_exists)
{
v3f sneaknode_pf = intToFloat(m_sneak_node);
v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
// Ignore if player is not on the same level (likely dropped)
if(d_vert_f < 0.15*BS)
min_distance_f = d_horiz_f;
}
}
*/
v3s16
new_sneak_node
=
m_sneak_node
;
for
(
s16
x
=-
1
;
x
<=
1
;
x
++
)
for
(
s16
z
=-
1
;
z
<=
1
;
z
++
)
...
...
@@ -564,12 +564,16 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
fabs
(
player_p2df
.
Y
-
node_p2df
.
Y
));
if
(
distance_f
>
min_distance_f
||
max_axis_distance_f
>
sneak_max
+
0.1
*
BS
)
max_axis_distance_f
>
0.5
*
BS
+
sneak_max
+
0.1
*
BS
)
continue
;
try
{
// The node to be sneaked on has to be walkable
if
(
content_walkable
(
map
.
getNode
(
p
).
d
)
==
false
)
continue
;
// And the node above it has to be nonwalkable
if
(
content_walkable
(
map
.
getNode
(
p
+
v3s16
(
0
,
1
,
0
)).
d
)
==
true
)
continue
;
}
catch
(
InvalidPositionException
&
e
)
{
...
...
@@ -580,19 +584,27 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
new_sneak_node
=
p
;
}
m_sneak_node
=
new_sneak_node
;
m_sneak_node_exists
=
(
min_distance_f
<
100000.0
*
BS
*
0.9
);
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
;
}
/*
If sneaking, the player's collision box can be in air, so
this has to be set explicitly
*/
if
(
sneak_node_found
&&
control
.
sneak
)
touching_ground
=
true
;
}
/*
If sneaking, the player's collision box can be in air, so
this has to be set explicitly
NOTE: Not allowed, because jumping in the situation can drop
the player
*/
/*if(m_sneak_node_exists)
touching_ground = true;*/
/*
Set new position
*/
...
...
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