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Use stepheight from CAO instead of hardcoded value
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@ -90,6 +90,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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// Maximum hit points of a player
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#define PLAYER_MAX_HP 20
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// Player weight
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#define PLAYER_DEFAULT_WEIGHT 75
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// Player step height
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#define PLAYER_DEFAULT_STEPHEIGHT 0.6f
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// Maximal breath of a player
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#define PLAYER_MAX_BREATH 11
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@ -154,6 +154,12 @@ public:
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scene::IBillboardSceneNode *getSpriteSceneNode();
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inline f32 getStepheight() const
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{
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return m_prop.stepheight;
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}
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inline bool isPlayer() const
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{
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return m_is_player;
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@ -797,7 +797,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
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m_prop.hp_max = PLAYER_MAX_HP;
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m_prop.physical = false;
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m_prop.weight = 75;
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m_prop.weight = PLAYER_DEFAULT_WEIGHT;
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m_prop.collisionbox = aabb3f(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
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// start of default appearance, this should be overwritten by LUA
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m_prop.visual = "upright_sprite";
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@ -811,6 +811,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
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// end of default appearance
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m_prop.is_visible = true;
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m_prop.makes_footstep_sound = true;
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m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT;
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m_hp = PLAYER_MAX_HP;
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}
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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "environment.h"
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#include "map.h"
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#include "client.h"
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#include "content_cao.h"
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/*
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LocalPlayer
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@ -343,8 +344,10 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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}
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}
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// TODO: this shouldn't be hardcoded but transmitted from server
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float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
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float player_stepheight = (m_cao == 0) ? 0.0 :
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(touching_ground ?
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(m_cao->getStepheight() * BS) :
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(m_cao->getStepheight() -0.4 * BS));
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#ifdef __ANDROID__
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player_stepheight += (0.6 * BS);
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