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Fix hovering after mining a block underneath you while sneaking
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@ -35,7 +35,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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LocalPlayer::LocalPlayer(IGameDef *gamedef):
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LocalPlayer::LocalPlayer(IGameDef *gamedef):
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Player(gamedef),
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Player(gamedef),
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m_sneak_node(32767,32767,32767),
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m_sneak_node(32767,32767,32767),
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m_sneak_node_exists(false)
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m_sneak_node_exists(false),
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m_old_node_below(32767,32767,32767),
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m_old_node_below_type("air"),
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m_need_to_get_new_sneak_node(true)
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{
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{
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// Initialize hp to 0, so that no hearts will be shown if server
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// Initialize hp to 0, so that no hearts will be shown if server
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// doesn't support health points
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// doesn't support health points
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@ -189,8 +192,26 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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/*
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/*
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Check the nodes under the player to see from which node the
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Check the nodes under the player to see from which node the
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player is sneaking from, if any.
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player is sneaking from, if any. If the node from under
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the player has been removed, the player falls.
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*/
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*/
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v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
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if(m_sneak_node_exists &&
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nodemgr->get(map.getNodeNoEx(m_old_node_below)).name == "air" &&
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m_old_node_below_type != "air")
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{
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// Old node appears to have been removed; that is,
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// it wasn't air before but now it is
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m_need_to_get_new_sneak_node = false;
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m_sneak_node_exists = false;
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}
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else if(nodemgr->get(map.getNodeNoEx(current_node)).name != "air")
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{
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// We are on something, so make sure to recalculate the sneak
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// node.
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m_need_to_get_new_sneak_node = true;
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}
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if(m_need_to_get_new_sneak_node)
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{
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{
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
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v2f player_p2df(position.X, position.Z);
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v2f player_p2df(position.X, position.Z);
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@ -241,16 +262,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
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bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
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if(control.sneak && m_sneak_node_exists)
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{
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if(sneak_node_found)
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m_sneak_node = new_sneak_node;
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}
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else
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{
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m_sneak_node = new_sneak_node;
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m_sneak_node = new_sneak_node;
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m_sneak_node_exists = sneak_node_found;
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m_sneak_node_exists = sneak_node_found;
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}
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/*
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/*
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If sneaking, the player's collision box can be in air, so
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If sneaking, the player's collision box can be in air, so
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@ -295,6 +308,12 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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}
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}
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}
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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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*/
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m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
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m_old_node_below_type = nodemgr->get(map.getNodeNoEx(m_old_node_below)).name;
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}
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}
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void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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@ -95,6 +95,12 @@ private:
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v3s16 m_sneak_node;
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v3s16 m_sneak_node;
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// Whether the player is allowed to sneak
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// Whether the player is allowed to sneak
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bool m_sneak_node_exists;
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bool m_sneak_node_exists;
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// Node below player, used to determine whether it has been removed,
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// and its old type
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v3s16 m_old_node_below;
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std::string m_old_node_below_type;
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// Whether recalculation of the sneak node is needed
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bool m_need_to_get_new_sneak_node;
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};
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};
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#endif
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#endif
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