Localplayer: Fix disable_jump effect and getStandingNodePos()

Leave the old move code untouched.
This commit is contained in:
SmallJoker 2017-09-23 16:29:48 +02:00
parent 9927076b47
commit ab72100a2c
2 changed files with 42 additions and 17 deletions

@ -220,6 +220,11 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info)
{
if (!collision_info || collision_info->empty()) {
// Node below the feet, update each ClientEnvironment::step()
m_standing_node = floatToInt(m_position, BS) - v3s16(0, 1, 0);
}
// Temporary option for old move code
if (!physics_override_new_move) {
old_move(dtime, env, pos_max_d, collision_info);
@ -241,8 +246,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
bool fly_allowed = m_client->checkLocalPrivilege("fly");
bool noclip = m_client->checkLocalPrivilege("noclip") &&
g_settings->getBool("noclip");
bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
if (free_move) {
bool free_move = g_settings->getBool("free_move") && fly_allowed;
if (noclip && free_move) {
position += m_speed * dtime;
setPosition(position);
return;
@ -340,10 +346,35 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
pos_max_d, m_collisionbox, player_stepheight, dtime,
&position, &m_speed, accel_f);
bool could_sneak = control.sneak &&
!(fly_allowed && g_settings->getBool("free_move")) &&
!in_liquid && !is_climbing &&
physics_override_sneak;
bool could_sneak = control.sneak && !free_move && !in_liquid &&
!is_climbing && physics_override_sneak;
// Add new collisions to the vector
if (collision_info && !free_move) {
v3f diff = intToFloat(m_standing_node, BS) - position;
f32 distance = diff.getLength();
// Force update each ClientEnvironment::step()
bool is_first = collision_info->empty();
for (const auto &colinfo : result.collisions) {
collision_info->push_back(colinfo);
if (colinfo.type != COLLISION_NODE ||
colinfo.new_speed.Y != 0 ||
(could_sneak && m_sneak_node_exists))
continue;
diff = intToFloat(colinfo.node_p, BS) - position;
// Find nearest colliding node
f32 len = diff.getLength();
if (is_first || len < distance) {
m_standing_node = colinfo.node_p;
distance = len;
}
}
}
/*
If the player's feet touch the topside of any node, this is
set to true.
@ -373,6 +404,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
const v3f old_pos = position;
const v3f old_speed = m_speed;
f32 y_diff = bmax.Y - position.Y;
m_standing_node = m_sneak_node;
// (BS * 0.6f) is the basic stepheight while standing on ground
if (y_diff < BS * 0.6f) {
@ -400,7 +432,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
if (m_speed.Y == 0 || m_sneak_ladder_detected)
sneak_can_jump = true;
if (collision_info != NULL &&
if (collision_info &&
m_speed.Y - old_speed.Y > BS) {
// Collide with sneak node, report fall damage
CollisionInfo sn_info;
@ -429,14 +461,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
Report collisions
*/
// Dont report if flying
if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
for(size_t i=0; i<result.collisions.size(); i++) {
const CollisionInfo &info = result.collisions[i];
collision_info->push_back(info);
}
}
if(!result.standing_on_object && !touching_ground_was && touching_ground) {
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
m_client->event()->put(e);
@ -459,7 +483,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
/*
Check properties of the node on which the player is standing
*/
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node));
// Determine if jumping is possible
m_can_jump = (touching_ground && !in_liquid && !is_climbing)
|| sneak_can_jump;
@ -711,7 +735,7 @@ v3s16 LocalPlayer::getStandingNodePos()
{
if(m_sneak_node_exists)
return m_sneak_node;
return floatToInt(getPosition() - v3f(0, BS, 0), BS);
return m_standing_node;
}
v3s16 LocalPlayer::getFootstepNodePos()

@ -146,6 +146,7 @@ private:
bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
v3f m_position;
v3s16 m_standing_node;
v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
// Stores the top bounding box of m_sneak_node