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fixed bug in sneaking
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parent
32a29489f3
commit
b1defb4def
@ -4466,9 +4466,6 @@ MapBlock * ServerMap::emergeBlock(
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/*
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This will create or load a sector if not found in memory.
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If block exists on disk, it will be loaded.
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NOTE: On old save formats, this will be slow, as it generates
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lighting on blocks for them.
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*/
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ServerMapSector *sector;
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try{
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@ -260,7 +260,8 @@ void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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*/
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LocalPlayer::LocalPlayer():
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m_last_walked_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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{
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}
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@ -359,10 +360,10 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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If sneaking, keep in range from the last walked node and don't
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fall off from it
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*/
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if(control.sneak)
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if(control.sneak && m_sneak_node_exists)
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{
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f32 maxd = 0.5*BS + sneak_max;
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v3f lwn_f = intToFloat(m_last_walked_node);
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v3f lwn_f = intToFloat(m_sneak_node);
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position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
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position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
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@ -532,40 +533,40 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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} // xyz
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/*
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If there is a walkable node directly under the player, save
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the position of it.
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*/
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try{
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
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if(content_walkable(map.getNode(pos_i_bottom).d))
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{
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m_last_walked_node = pos_i_bottom;
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}
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}
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catch(InvalidPositionException &e)
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{
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}
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/*
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Check the neighbors of m_last_walked_node that are closer to
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the player. If walkable, set m_last_walked_node to such.
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//Check the neighbors of m_sneak_node that are closer to
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//the player. If walkable, set m_sneak_node to such.
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Check the nodes under the player to see if the player can
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sneak.
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*/
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{
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
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v3f lastwalkednode_pf = intToFloat(m_last_walked_node);
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v2f lastwalkednode_p2df(lastwalkednode_pf.X, lastwalkednode_pf.Z);
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v2f player_p2df(position.X, position.Z);
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f32 min_distance_f = player_p2df.getDistanceFrom(lastwalkednode_p2df);
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v3s16 new_last_walked_node = m_last_walked_node;
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f32 min_distance_f = 100000.0*BS;
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if(m_sneak_node_exists)
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{
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v3f sneaknode_pf = intToFloat(m_sneak_node);
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v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
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f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
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f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
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if(d_vert_f < 0.15*BS)
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min_distance_f = d_horiz_f;
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}
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v3s16 new_sneak_node = m_sneak_node;
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for(s16 x=-1; x<=1; x++)
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for(s16 z=-1; z<=1; z++)
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{
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v3s16 p = m_last_walked_node + v3s16(x,0,z);
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v3s16 p = pos_i_bottom + v3s16(x,0,z);
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v3f pf = intToFloat(p);
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v2f node_p2df(pf.X, pf.Z);
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f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
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if(distance_f > min_distance_f)
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f32 max_axis_distance_f = MYMAX(
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fabs(player_p2df.X-node_p2df.X),
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fabs(player_p2df.Y-node_p2df.Y));
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if(distance_f > min_distance_f ||
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max_axis_distance_f > sneak_max+0.1*BS)
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continue;
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try{
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if(content_walkable(map.getNode(p).d) == false)
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continue;
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@ -576,12 +577,20 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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}
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min_distance_f = distance_f;
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new_last_walked_node = p;
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new_sneak_node = p;
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}
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m_last_walked_node = new_last_walked_node;
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m_sneak_node = new_sneak_node;
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m_sneak_node_exists = (min_distance_f < 100000.0*BS*0.9);
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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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this has to be set explicitly
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*/
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if(m_sneak_node_exists)
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touching_ground = true;
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/*
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Set new position
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*/
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@ -323,7 +323,9 @@ public:
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private:
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// This is used for determining the sneaking range
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v3s16 m_last_walked_node;
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v3s16 m_sneak_node;
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// Whether the player is allowed to sneak
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bool m_sneak_node_exists;
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};
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#endif // !SERVER
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