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Fix and tune player movement checks (make them very loose)
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@ -1320,8 +1320,8 @@ void Server::AsyncRunStep()
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float player_max_speed = BS * 20; // Fast speed
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float player_max_speed = BS * 20; // Fast speed
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float player_max_speed_up = BS * 20;
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float player_max_speed_up = BS * 20;
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player_max_speed *= 1.7; // Tolerance
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player_max_speed *= 2.5; // Tolerance
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player_max_speed_up *= 1.7;
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player_max_speed_up *= 2.5;
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for(core::map<u16, RemoteClient*>::Iterator
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for(core::map<u16, RemoteClient*>::Iterator
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i = m_clients.getIterator();
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i = m_clients.getIterator();
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@ -2535,9 +2535,10 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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/*
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/*
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Check that target is reasonably close
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Check that target is reasonably close
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*/
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*/
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if(action != 2) // action 2 has always position (0,0,0)
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{
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{
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v3f np_f = intToFloat(p_under, BS);
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v3f np_f = intToFloat(p_under, BS);
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float max_d = BS * 8; // Just some large enough value
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float max_d = BS * 10; // Just some large enough value
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float d = srp->m_last_good_position.getDistanceFrom(np_f);
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float d = srp->m_last_good_position.getDistanceFrom(np_f);
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if(d > max_d){
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if(d > max_d){
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actionstream<<"Player "<<player->getName()
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actionstream<<"Player "<<player->getName()
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