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Player collisionbox: Make settable
Breaks compatibility with old clients.
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5045bdc6d8
commit
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@ -972,7 +972,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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if (m_is_visible) {
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int old_anim = player->last_animation;
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float old_anim_speed = player->last_animation_speed;
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m_position = player->getPosition() + v3f(0,BS,0);
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m_position = player->getPosition();
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m_velocity = v3f(0,0,0);
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m_acceleration = v3f(0,0,0);
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pos_translator.vect_show = m_position;
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@ -1512,6 +1512,7 @@ void GenericCAO::processMessage(const std::string &data)
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if (m_is_local_player) {
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LocalPlayer *player = m_env->getLocalPlayer();
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player->makes_footstep_sound = m_prop.makes_footstep_sound;
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player->setCollisionbox(m_selection_box);
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}
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if ((m_is_player && !m_is_local_player) && m_prop.nametag == "")
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@ -784,7 +784,7 @@ 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.collisionbox = aabb3f(-0.3f, -1.0f, -0.3f, 0.3f, 0.75f, 0.3f);
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m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
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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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m_prop.visual_size = v2f(1, 2);
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@ -856,7 +856,7 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
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os << serializeString(m_player->getName()); // name
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writeU8(os, 1); // is_player
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writeS16(os, getId()); //id
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writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
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writeV3F1000(os, m_base_position);
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writeF1000(os, m_yaw);
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writeS16(os, getHP());
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@ -1009,7 +1009,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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if(isAttached()) // Just in case we ever do send attachment position too
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pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
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else
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pos = m_base_position + v3f(0,BS*1,0);
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pos = m_base_position;
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std::string str = gob_cmd_update_position(
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pos,
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v3f(0,0,0),
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@ -1414,7 +1414,9 @@ bool PlayerSAO::checkMovementCheat()
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bool PlayerSAO::getCollisionBox(aabb3f *toset) const
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{
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*toset = aabb3f(-0.3f * BS, 0.0f, -0.3f * BS, 0.3f * BS, 1.75f * BS, 0.3f * BS);
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//update collision box
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toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
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toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
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toset->MinEdge += m_base_position;
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toset->MaxEdge += m_base_position;
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@ -611,8 +611,8 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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// Drop the item
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ItemStack item1 = list_from->getItem(from_i);
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item1.count = take_count;
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if (PLAYER_TO_SA(player)->item_OnDrop(item1, player,
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player->getBasePosition() + v3f(0,1,0))) {
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if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
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player->getBasePosition())) {
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actually_dropped_count = take_count - item1.count;
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if (actually_dropped_count == 0) {
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@ -815,7 +815,7 @@ void ICraftAction::apply(InventoryManager *mgr,
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u16 count = it->count;
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do {
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PLAYER_TO_SA(player)->item_OnDrop(*it, player,
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player->getBasePosition() + v3f(0,1,0));
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player->getBasePosition());
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if (count >= it->count) {
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errorstream << "Couldn't drop replacement stack " <<
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it->getItemString() << " because drop loop didn't "
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@ -140,6 +140,8 @@ public:
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v3f getEyePosition() const { return m_position + getEyeOffset(); }
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v3f getEyeOffset() const;
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void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
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private:
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void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
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void accelerateVertical(const v3f &target_speed, const f32 max_increase);
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