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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.
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@ -426,16 +426,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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camera_impact = getSpeed().Y * -1;
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camera_impact = getSpeed().Y * -1;
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}
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}
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{
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camera_barely_in_ceiling = false;
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v3s16 camera_np = floatToInt(getEyePosition(), BS);
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MapNode n = map->getNode(camera_np);
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if (n.getContent() != CONTENT_IGNORE) {
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if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
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camera_barely_in_ceiling = true;
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}
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}
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/*
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/*
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Check properties of the node on which the player is standing
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Check properties of the node on which the player is standing
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*/
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*/
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@ -696,8 +686,7 @@ v3s16 LocalPlayer::getLightPosition() const
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v3f LocalPlayer::getEyeOffset() const
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v3f LocalPlayer::getEyeOffset() const
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{
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{
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float eye_height = camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height;
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return v3f(0.0f, BS * m_eye_height, 0.0f);
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return v3f(0.0f, BS * eye_height, 0.0f);
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}
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}
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ClientActiveObject *LocalPlayer::getParent() const
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ClientActiveObject *LocalPlayer::getParent() const
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@ -1025,16 +1014,6 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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camera_impact = getSpeed().Y * -1.0f;
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camera_impact = getSpeed().Y * -1.0f;
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}
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}
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{
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camera_barely_in_ceiling = false;
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v3s16 camera_np = floatToInt(getEyePosition(), BS);
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MapNode n = map->getNode(camera_np);
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if (n.getContent() != CONTENT_IGNORE) {
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if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
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camera_barely_in_ceiling = true;
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}
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}
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/*
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/*
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Update the node last under the player
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Update the node last under the player
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*/
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*/
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@ -199,7 +199,6 @@ private:
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u16 m_breath = PLAYER_MAX_BREATH_DEFAULT;
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u16 m_breath = PLAYER_MAX_BREATH_DEFAULT;
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f32 m_yaw = 0.0f;
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f32 m_yaw = 0.0f;
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f32 m_pitch = 0.0f;
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f32 m_pitch = 0.0f;
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bool camera_barely_in_ceiling = false;
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aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
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aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
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BS * 1.75f, BS * 0.30f);
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BS * 1.75f, BS * 0.30f);
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float m_eye_height = 1.625f;
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float m_eye_height = 1.625f;
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