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Add bouncy node group
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@ -455,6 +455,7 @@ Special groups
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- 3: node is removed without tool wear immediately (torch)
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- disable_jump: Player (and possibly other things) cannot jump from node
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- fall_damage_add_percent: damage speed = speed * (1 + value/100)
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- bouncy: value is bounce speed in percent
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Known damage and digging time defining groups
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----------------------------------------------
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@ -211,6 +211,8 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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std::vector<aabb3f> cboxes;
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std::vector<bool> is_unloaded;
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std::vector<bool> is_step_up;
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std::vector<int> bouncy_values;
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std::vector<v3s16> node_positions;
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{
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//TimeTaker tt2("collisionMoveSimple collect boxes");
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ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
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@ -228,11 +230,14 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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for(s16 y = min_y; y <= max_y; y++)
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for(s16 z = min_z; z <= max_z; z++)
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{
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v3s16 p(x,y,z);
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try{
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// Object collides into walkable nodes
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MapNode n = map->getNode(v3s16(x,y,z));
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if(gamedef->getNodeDefManager()->get(n).walkable == false)
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MapNode n = map->getNode(p);
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const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
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if(f.walkable == false)
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continue;
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int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
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std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef());
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for(std::vector<aabb3f>::iterator
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@ -245,21 +250,27 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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cboxes.push_back(box);
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is_unloaded.push_back(false);
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is_step_up.push_back(false);
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bouncy_values.push_back(n_bouncy_value);
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node_positions.push_back(p);
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}
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}
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catch(InvalidPositionException &e)
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{
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// Collide with unloaded nodes
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aabb3f box = getNodeBox(v3s16(x,y,z), BS);
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aabb3f box = getNodeBox(p, BS);
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cboxes.push_back(box);
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is_unloaded.push_back(true);
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is_step_up.push_back(false);
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bouncy_values.push_back(0);
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node_positions.push_back(p);
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}
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}
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} // tt2
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assert(cboxes.size() == is_unloaded.size());
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assert(cboxes.size() == is_step_up.size());
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assert(cboxes.size() == bouncy_values.size());
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assert(cboxes.size() == node_positions.size());
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/*
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Collision detection
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@ -342,6 +353,10 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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cbox.MaxEdge.Y - movingbox.MinEdge.Y,
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d));
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// Get bounce multiplier
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bool bouncy = (bouncy_values[nearest_boxindex] >= 1);
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float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
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// Move to the point of collision and reduce dtime by nearest_dtime
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if(nearest_dtime < 0)
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{
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@ -362,29 +377,57 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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dtime -= nearest_dtime;
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}
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bool is_collision = true;
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if(is_unloaded[nearest_boxindex])
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is_collision = false;
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CollisionInfo info;
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info.type = COLLISION_NODE;
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info.node_p = node_positions[nearest_boxindex];
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info.bouncy = bouncy;
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info.old_speed = speed_f;
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// Set the speed component that caused the collision to zero
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if(step_up)
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{
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// Special case: Handle stairs
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is_step_up[nearest_boxindex] = true;
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is_collision = false;
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}
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else if(nearest_collided == 0) // X
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{
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speed_f.X = 0;
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if(fabs(speed_f.X) > BS*3)
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speed_f.X *= bounce;
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else
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speed_f.X = 0;
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result.collides = true;
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result.collides_xz = true;
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}
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else if(nearest_collided == 1) // Y
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{
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speed_f.Y = 0;
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if(fabs(speed_f.Y) > BS*3)
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speed_f.Y *= bounce;
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else
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speed_f.Y = 0;
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result.collides = true;
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}
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else if(nearest_collided == 2) // Z
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{
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speed_f.Z = 0;
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if(fabs(speed_f.Z) > BS*3)
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speed_f.Z *= bounce;
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else
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speed_f.Z = 0;
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result.collides = true;
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result.collides_xz = true;
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}
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info.new_speed = speed_f;
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if(info.new_speed.getDistanceFrom(info.old_speed) < 0.1*BS)
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is_collision = false;
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if(is_collision){
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result.collisions.push_back(info);
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}
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}
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}
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@ -26,12 +26,35 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class Map;
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class IGameDef;
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enum CollisionType
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{
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COLLISION_NODE
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};
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struct CollisionInfo
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{
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enum CollisionType type;
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v3s16 node_p; // COLLISION_NODE
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bool bouncy;
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v3f old_speed;
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v3f new_speed;
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CollisionInfo():
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type(COLLISION_NODE),
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node_p(-32768,-32768,-32768),
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bouncy(false),
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old_speed(0,0,0),
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new_speed(0,0,0)
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{}
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};
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struct collisionMoveResult
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{
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bool touching_ground;
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bool collides;
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bool collides_xz;
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bool standing_on_unloaded;
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std::vector<CollisionInfo> collisions;
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collisionMoveResult():
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touching_ground(false),
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@ -72,16 +95,5 @@ bool wouldCollideWithCeiling(
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f32 y_increase, f32 d);
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enum CollisionType
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{
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COLLISION_FALL
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};
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struct CollisionInfo
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{
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CollisionType t;
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f32 speed;
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};
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#endif
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@ -2033,25 +2033,26 @@ void ClientEnvironment::step(float dtime)
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i = player_collisions.begin();
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i != player_collisions.end(); i++)
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{
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f32 pre_factor = 1; // 1 hp per node/s
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f32 tolerance = BS*14; // 5 without damage
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f32 post_factor = 1; // 1 hp per node/s
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CollisionInfo &info = *i;
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if(info.t == COLLISION_FALL)
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if(info.type == COLLISION_NODE)
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{
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//f32 tolerance = BS*10; // 2 without damage
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//f32 tolerance = BS*12; // 3 without damage
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f32 tolerance = BS*14; // 5 without damage
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f32 factor = 1;
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const ContentFeatures &f = m_gamedef->ndef()->
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get(m_map->getNodeNoEx(lplayer->getStandingNodePos()));
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get(m_map->getNodeNoEx(info.node_p));
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// Determine fall damage multiplier
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int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
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info.speed *= (1.0 + (float)addp/100.0);
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if(info.speed > tolerance)
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{
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f32 damage_f = (info.speed - tolerance)/BS*factor;
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u16 damage = (u16)(damage_f+0.5);
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if(damage != 0)
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damageLocalPlayer(damage, true);
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}
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pre_factor = 1.0 + (float)addp/100.0;
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}
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float speed = (info.new_speed - info.old_speed).getLength();
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speed *= pre_factor;
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if(speed > tolerance)
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{
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f32 damage_f = (speed - tolerance)/BS * post_factor;
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u16 damage = (u16)(damage_f+0.5);
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if(damage != 0)
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damageLocalPlayer(damage, true);
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}
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}
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@ -189,7 +189,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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bool touching_ground_was = touching_ground;
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touching_ground = result.touching_ground;
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bool standing_on_unloaded = result.standing_on_unloaded;
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//bool standing_on_unloaded = result.standing_on_unloaded;
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/*
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Check the nodes under the player to see from which node the
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@ -282,18 +282,25 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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/*
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Report collisions
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*/
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bool bouncy_jump = false;
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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 && !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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info.speed = m_speed.Y - old_speed.Y;
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for(size_t i=0; i<result.collisions.size(); i++){
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const CollisionInfo &info = result.collisions[i];
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collision_info->push_back(info);
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if(info.new_speed.Y - info.old_speed.Y > 0.1*BS &&
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info.bouncy)
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bouncy_jump = true;
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}
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}
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if(bouncy_jump && control.jump){
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m_speed.Y += 6.5*BS;
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touching_ground = false;
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MtEvent *e = new SimpleTriggerEvent("PlayerJump");
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m_gamedef->event()->put(e);
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}
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if(!touching_ground_was && touching_ground){
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MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
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m_gamedef->event()->put(e);
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@ -479,8 +486,9 @@ void LocalPlayer::applyControl(float dtime)
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v3f speed = getSpeed();
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if(speed.Y >= -0.5*BS)
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{
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speed.Y = 6.5*BS;
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speed.Y += 6.5*BS;
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setSpeed(speed);
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m_can_jump = false;
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MtEvent *e = new SimpleTriggerEvent("PlayerJump");
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m_gamedef->event()->put(e);
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