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Fix more things I forgot for attached players. Such players will now properly see themselves moving when attached, and the server will read their position accordingly
Fix attached players being able to bob their view and generate foostep sounds by pressing a movement key (running in place)
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9259d028ac
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4d656963e4
@ -1538,7 +1538,6 @@ public:
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{
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LocalPlayer *player = m_env->getLocalPlayer();
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player->isAttached = true;
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player->overridePosition = m_attachment_position;
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}
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}
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}
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@ -34,6 +34,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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LocalPlayer::LocalPlayer(IGameDef *gamedef):
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Player(gamedef),
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isAttached(false),
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overridePosition(v3f(0,0,0)),
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m_sneak_node(32767,32767,32767),
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m_sneak_node_exists(false),
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m_old_node_below(32767,32767,32767),
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@ -53,6 +55,12 @@ LocalPlayer::~LocalPlayer()
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void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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core::list<CollisionInfo> *collision_info)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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v3f position = getPosition();
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v3f old_speed = m_speed;
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// Copy parent position if local player is attached
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if(isAttached)
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{
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@ -60,12 +68,6 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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return;
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}
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INodeDefManager *nodemgr = m_gamedef->ndef();
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v3f position = getPosition();
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v3f old_speed = m_speed;
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// Skip collision detection if a special movement mode is used
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bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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@ -359,7 +361,14 @@ void LocalPlayer::applyControl(float dtime)
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setPitch(control.pitch);
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setYaw(control.yaw);
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// Nullify speed and don't run positioning code if the player is attached
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if(isAttached)
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{
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setSpeed(v3f(0,0,0));
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return;
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}
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v3f move_direction = v3f(0,0,1);
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move_direction.rotateXZBy(getYaw());
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@ -254,7 +254,6 @@ void ContentFeatures::serialize(std::ostream &os)
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os<<serializeString(liquid_alternative_flowing);
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os<<serializeString(liquid_alternative_source);
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writeU8(os, liquid_viscosity);
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writeU8(os, liquid_renewable);
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writeU8(os, light_source);
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writeU32(os, damage_per_second);
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node_box.serialize(os);
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@ -312,7 +311,6 @@ void ContentFeatures::deSerialize(std::istream &is)
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liquid_alternative_flowing = deSerializeString(is);
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liquid_alternative_source = deSerializeString(is);
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liquid_viscosity = readU8(is);
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liquid_renewable = readU8(is);
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light_source = readU8(is);
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damage_per_second = readU32(is);
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node_box.deSerialize(is);
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