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Add disable_jump check for the player's feet
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@ -1666,6 +1666,7 @@ to games.
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* `2`: the node always gets the digging time 0.5 seconds (rail, sign)
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* `3`: the node always gets the digging time 0 seconds (torch)
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* `disable_jump`: Player (and possibly other things) cannot jump from node
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or if their feet are in the node. Note: not supported for `new_move = false`
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* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
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* `falling_node`: if there is no walkable block under the node it will fall
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* `float`: the node will not fall through liquids
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@ -56,11 +56,18 @@ minetest.register_node("testnodes:attached_wallmounted", {
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minetest.register_node("testnodes:nojump", {
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description = S("Non-jumping Node"),
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groups = {disable_jump=1, dig_immediate=3},
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tiles = {"testnodes_nojump_top.png", "testnodes_nojump_side.png"},
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})
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-- Jump disabled plant
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minetest.register_node("testnodes:nojump_walkable", {
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description = S("Non-jumping Plant Node"),
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drawtype = "plantlike",
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groups = {disable_jump=1, dig_immediate=3},
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walkable = false,
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tiles = {"testnodes_nojump_top.png"},
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})
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-- Climbable up and down with jump and sneak keys
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minetest.register_node("testnodes:climbable", {
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description = S("Climbable Node"),
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@ -436,9 +436,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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Check properties of the node on which the player is standing
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*/
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const ContentFeatures &f = nodemgr->get(map->getNode(m_standing_node));
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const ContentFeatures &f1 = nodemgr->get(map->getNode(m_standing_node + v3s16(0, 1, 0)));
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// Determine if jumping is possible
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m_disable_jump = itemgroup_get(f.groups, "disable_jump");
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m_disable_jump = itemgroup_get(f.groups, "disable_jump") ||
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itemgroup_get(f1.groups, "disable_jump");
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m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && !m_disable_jump;
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// Jump key pressed while jumping off from a bouncy block
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