forked from Mirrorlandia_minetest/minetest
sneaking bug fixing
This commit is contained in:
parent
607f548712
commit
d34c19f553
@ -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
|
||||
@ -418,10 +418,10 @@ 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)
|
||||
{
|
||||
// Doing nothing here will block the player from
|
||||
@ -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)
|
||||
{
|
||||
@ -580,18 +584,26 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
|
||||
new_sneak_node = p;
|
||||
}
|
||||
|
||||
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;
|
||||
m_sneak_node_exists = (min_distance_f < 100000.0*BS*0.9);
|
||||
}
|
||||
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
|
||||
NOTE: Not allowed, because jumping in the situation can drop
|
||||
the player
|
||||
*/
|
||||
/*if(m_sneak_node_exists)
|
||||
touching_ground = true;*/
|
||||
if(sneak_node_found && control.sneak)
|
||||
touching_ground = true;
|
||||
}
|
||||
|
||||
/*
|
||||
Set new position
|
||||
|
Loading…
Reference in New Issue
Block a user