Remove obsolete eye_height related workaround

This was added a long time ago in 42bbd5c9ae06a8d8ffb7915599097ead6f848755
and meant to fix prevent the view becoming black when jumping into a
ceiling, this no longer happens today.
This commit is contained in:
sfan5 2022-05-21 19:27:35 +02:00
parent 6a6b579c54
commit 5f3af7d18b
2 changed files with 1 additions and 23 deletions

@ -426,16 +426,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
camera_impact = getSpeed().Y * -1; camera_impact = getSpeed().Y * -1;
} }
{
camera_barely_in_ceiling = false;
v3s16 camera_np = floatToInt(getEyePosition(), BS);
MapNode n = map->getNode(camera_np);
if (n.getContent() != CONTENT_IGNORE) {
if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
camera_barely_in_ceiling = true;
}
}
/* /*
Check properties of the node on which the player is standing Check properties of the node on which the player is standing
*/ */
@ -696,8 +686,7 @@ v3s16 LocalPlayer::getLightPosition() const
v3f LocalPlayer::getEyeOffset() const v3f LocalPlayer::getEyeOffset() const
{ {
float eye_height = camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height; return v3f(0.0f, BS * m_eye_height, 0.0f);
return v3f(0.0f, BS * eye_height, 0.0f);
} }
ClientActiveObject *LocalPlayer::getParent() const ClientActiveObject *LocalPlayer::getParent() const
@ -1025,16 +1014,6 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
camera_impact = getSpeed().Y * -1.0f; camera_impact = getSpeed().Y * -1.0f;
} }
{
camera_barely_in_ceiling = false;
v3s16 camera_np = floatToInt(getEyePosition(), BS);
MapNode n = map->getNode(camera_np);
if (n.getContent() != CONTENT_IGNORE) {
if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
camera_barely_in_ceiling = true;
}
}
/* /*
Update the node last under the player Update the node last under the player
*/ */

@ -199,7 +199,6 @@ private:
u16 m_breath = PLAYER_MAX_BREATH_DEFAULT; u16 m_breath = PLAYER_MAX_BREATH_DEFAULT;
f32 m_yaw = 0.0f; f32 m_yaw = 0.0f;
f32 m_pitch = 0.0f; f32 m_pitch = 0.0f;
bool camera_barely_in_ceiling = false;
aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f, aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
BS * 1.75f, BS * 0.30f); BS * 1.75f, BS * 0.30f);
float m_eye_height = 1.625f; float m_eye_height = 1.625f;