Pause in unloaded territory instead of collide

This commit is contained in:
JacobF 2011-08-23 22:10:19 -04:00 committed by Perttu Ahola
parent faf3d7902a
commit bd72091150
3 changed files with 24 additions and 4 deletions

@ -1513,6 +1513,11 @@ 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();
@ -1570,7 +1575,7 @@ void ClientEnvironment::step(float dtime)
v3f lplayerpos = lplayer->getPosition();
// Apply physics
if(free_move == false && is_climbing == false)
if(free_move == false && is_climbing == false && is_frozen == false)
{
// Gravity
v3f speed = lplayer->getSpeed();

@ -330,7 +330,18 @@ 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;
// Skip collision detection if a special movement mode is used
bool free_move = g_settings.getBool("free_move");
@ -503,8 +514,11 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
}
catch(InvalidPositionException &e)
{
// Doing nothing here will block the player from
// walking over map borders
if(!is_frozen) {
// freeze when entering unloaded areas
is_frozen = true;
}
continue;
}
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);

@ -142,6 +142,7 @@ public:
bool in_water_stable;
bool is_climbing;
bool swimming_up;
bool is_frozen;
Inventory inventory;
// Actual inventory is backed up here when creative mode is used