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Better player damage prevention when falling on unloaded blocks, not involving getting stuck in there.
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0bf533f753
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369177aa80
@ -1671,11 +1671,6 @@ void ClientEnvironment::step(float dtime)
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*/
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bool is_climbing = lplayer->is_climbing;
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/*
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Check if the player is frozen (don't apply physics)
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*/
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bool is_frozen = lplayer->is_frozen;
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f32 player_speed = 0.001; // just some small value
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player_speed = lplayer->getSpeed().getLength();
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@ -1733,7 +1728,7 @@ void ClientEnvironment::step(float dtime)
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v3f lplayerpos = lplayer->getPosition();
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// Apply physics
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if(free_move == false && is_climbing == false && is_frozen == false)
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if(free_move == false && is_climbing == false)
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{
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// Gravity
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v3f speed = lplayer->getSpeed();
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@ -1767,7 +1762,7 @@ void ClientEnvironment::step(float dtime)
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while(dtime_downcount > 0.001);
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//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
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for(core::list<CollisionInfo>::Iterator
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i = player_collisions.begin();
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i != player_collisions.end(); i++)
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@ -33,7 +33,6 @@ Player::Player():
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in_water_stable(false),
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is_climbing(false),
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swimming_up(false),
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is_frozen(false),
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inventory_backup(NULL),
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craftresult_is_preview(true),
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hp(20),
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@ -335,19 +334,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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/*
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Calculate new position
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*/
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if(is_frozen) {
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// Still move very slowly so as not to feel all completely stuck
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position += m_speed * dtime * 0.001;
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}
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else {
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position += m_speed * dtime;
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}
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position += m_speed * dtime;
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/*
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If the player enters an unloaded chunk this is set to true.
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*/
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is_frozen = false;
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// Skip collision detection if a special movement mode is used
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bool free_move = g_settings->getBool("free_move");
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if(free_move)
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@ -505,6 +493,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
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<<"):"<<std::endl;*/
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bool standing_on_unloaded = false;
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/*
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Go through every node around the player
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*/
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@ -512,6 +502,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
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{
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bool is_unloaded = false;
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try{
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// Player collides into walkable nodes
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if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
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@ -519,11 +510,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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}
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catch(InvalidPositionException &e)
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{
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if(!is_frozen) {
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// freeze when entering unloaded areas
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is_frozen = true;
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}
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continue;
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is_unloaded = true;
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// Doing nothing here will block the player from
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// walking over map borders
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}
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core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
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@ -546,6 +535,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
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){
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touching_ground = true;
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if(is_unloaded)
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standing_on_unloaded = true;
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}
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// If player doesn't intersect with node, ignore node.
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@ -727,7 +718,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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if(collision_info)
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{
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// Report fall collision
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if(old_speed.Y < m_speed.Y - 0.1)
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if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
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{
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CollisionInfo info;
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info.t = COLLISION_FALL;
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@ -150,7 +150,6 @@ public:
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bool in_water_stable;
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bool is_climbing;
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bool swimming_up;
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bool is_frozen;
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u8 light;
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