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Fix ender pearl regression causing player to sink into ground again
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16d018b406
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@ -184,35 +184,36 @@ local pearl_on_step = function(self, dtime)
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-- First determine good teleport position
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local dir = {x=0, y=0, z=0}
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local v = self.object:getvelocity()
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if walkable then
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local vc = table.copy(v) -- vector for calculating
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-- Node is walkable, we have to find a place somewhere outside of that node
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local v = self.object:getvelocity()
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v = vector.normalize(v)
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vc = vector.normalize(vc)
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-- Zero-out the two axes with a lower absolute value than
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-- the axis with the strongest force
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local lv, ld
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lv, ld = math.abs(v.y), "y"
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if math.abs(v.x) > lv then
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lv, ld = math.abs(v.x), "x"
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lv, ld = math.abs(vc.y), "y"
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if math.abs(vc.x) > lv then
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lv, ld = math.abs(vc.x), "x"
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end
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if math.abs(v.z) > lv then
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lv, ld = math.abs(v.z), "z"
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if math.abs(vc.z) > lv then
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lv, ld = math.abs(vc.z), "z"
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end
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if ld ~= "x" then v.x = 0 end
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if ld ~= "y" then v.y = 0 end
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if ld ~= "z" then v.z = 0 end
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if ld ~= "x" then vc.x = 0 end
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if ld ~= "y" then vc.y = 0 end
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if ld ~= "z" then vc.z = 0 end
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-- Final tweaks to the teleporting pos, based on direction
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-- Impact from the side
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dir.x = v.x * -1
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dir.z = v.z * -1
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dir.x = vc.x * -1
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dir.z = vc.z * -1
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-- Special case: top or bottom of node
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if v.y > 0 then
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if vc.y > 0 then
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-- We need more space when impact is from below
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dir.y = -2.3
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elseif v.y < 0 then
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elseif vc.y < 0 then
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-- Standing on top
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dir.y = 0.5
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end
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@ -221,6 +222,18 @@ local pearl_on_step = function(self, dtime)
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-- Final teleportation position
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local telepos = vector.add(pos, dir)
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local telenode = minetest.get_node(telepos)
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--[[ It may be possible that telepos is walkable due to the algorithm.
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Especially when the ender pearl is faster horizontally than vertical.
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This applies final fixing, just to be sure we're not in a walkable node ]]
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if minetest.registered_nodes[telenode.name].walkable then
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if v.y < 0 then
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telepos.y = telepos.y + 0.5
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else
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telepos.y = telepos.y - 2.3
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end
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end
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player:setpos(telepos)
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player:set_hp(player:get_hp() - 5)
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