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Use absolute value for bouncy in collision (#11969)
* use abs(bouncy) in collision * test case for negative bouncy * send abs(bouncy) to old clients
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@ -252,9 +252,9 @@ for i=-100, 100, 25 do
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end
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-- Bouncy nodes (various bounce levels)
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for i=20, 180, 20 do
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for i=-140, 180, 20 do
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local val = math.floor(((i-20)/200)*255)
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minetest.register_node("testnodes:bouncy"..i, {
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minetest.register_node(("testnodes:bouncy"..i):gsub("-","NEG"), {
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description = S("Bouncy Node (@1%)", i),
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groups = {bouncy=i, dig_immediate=3},
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@ -303,7 +303,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if (!f.walkable)
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continue;
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int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
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// Negative bouncy may have a meaning, but we need +value here.
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int n_bouncy_value = abs(itemgroup_get(f.groups, "bouncy"));
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int neighbors = 0;
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if (f.drawtype == NDT_NODEBOX &&
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@ -452,7 +452,12 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const
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writeU16(os, groups.size());
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for (const auto &group : groups) {
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os << serializeString16(group.first);
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writeS16(os, group.second);
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if (protocol_version < 41 && group.first.compare("bouncy") == 0) {
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// Old clients may choke on negative bouncy value
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writeS16(os, abs(group.second));
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} else {
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writeS16(os, group.second);
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}
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}
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writeU8(os, param_type);
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writeU8(os, param_type_2);
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