forked from Mirrorlandia_minetest/minetest
Better player damage prevention when falling on unloaded blocks, not involving getting stuck in there.
This commit is contained in:
parent
0bf533f753
commit
369177aa80
@ -1671,11 +1671,6 @@ void ClientEnvironment::step(float dtime)
|
||||
*/
|
||||
bool is_climbing = lplayer->is_climbing;
|
||||
|
||||
/*
|
||||
Check if the player is frozen (don't apply physics)
|
||||
*/
|
||||
bool is_frozen = lplayer->is_frozen;
|
||||
|
||||
f32 player_speed = 0.001; // just some small value
|
||||
player_speed = lplayer->getSpeed().getLength();
|
||||
|
||||
@ -1733,7 +1728,7 @@ void ClientEnvironment::step(float dtime)
|
||||
v3f lplayerpos = lplayer->getPosition();
|
||||
|
||||
// Apply physics
|
||||
if(free_move == false && is_climbing == false && is_frozen == false)
|
||||
if(free_move == false && is_climbing == false)
|
||||
{
|
||||
// Gravity
|
||||
v3f speed = lplayer->getSpeed();
|
||||
|
@ -33,7 +33,6 @@ Player::Player():
|
||||
in_water_stable(false),
|
||||
is_climbing(false),
|
||||
swimming_up(false),
|
||||
is_frozen(false),
|
||||
inventory_backup(NULL),
|
||||
craftresult_is_preview(true),
|
||||
hp(20),
|
||||
@ -335,18 +334,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
/*
|
||||
Calculate new position
|
||||
*/
|
||||
if(is_frozen) {
|
||||
// Still move very slowly so as not to feel all completely stuck
|
||||
position += m_speed * dtime * 0.001;
|
||||
}
|
||||
else {
|
||||
position += m_speed * dtime;
|
||||
}
|
||||
|
||||
/*
|
||||
If the player enters an unloaded chunk this is set to true.
|
||||
*/
|
||||
is_frozen = false;
|
||||
position += m_speed * dtime;
|
||||
|
||||
// Skip collision detection if a special movement mode is used
|
||||
bool free_move = g_settings->getBool("free_move");
|
||||
@ -505,6 +493,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
|
||||
<<"):"<<std::endl;*/
|
||||
|
||||
bool standing_on_unloaded = false;
|
||||
|
||||
/*
|
||||
Go through every node around the player
|
||||
*/
|
||||
@ -512,6 +502,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
|
||||
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
|
||||
{
|
||||
bool is_unloaded = false;
|
||||
try{
|
||||
// Player collides into walkable nodes
|
||||
if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
|
||||
@ -519,11 +510,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
if(!is_frozen) {
|
||||
// freeze when entering unloaded areas
|
||||
is_frozen = true;
|
||||
}
|
||||
continue;
|
||||
is_unloaded = true;
|
||||
// Doing nothing here will block the player from
|
||||
// walking over map borders
|
||||
}
|
||||
|
||||
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
|
||||
@ -546,6 +535,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
|
||||
){
|
||||
touching_ground = true;
|
||||
if(is_unloaded)
|
||||
standing_on_unloaded = true;
|
||||
}
|
||||
|
||||
// If player doesn't intersect with node, ignore node.
|
||||
@ -727,7 +718,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
if(collision_info)
|
||||
{
|
||||
// Report fall collision
|
||||
if(old_speed.Y < m_speed.Y - 0.1)
|
||||
if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
|
||||
{
|
||||
CollisionInfo info;
|
||||
info.t = COLLISION_FALL;
|
||||
|
@ -150,7 +150,6 @@ public:
|
||||
bool in_water_stable;
|
||||
bool is_climbing;
|
||||
bool swimming_up;
|
||||
bool is_frozen;
|
||||
|
||||
u8 light;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user