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Fix footsteps for players whose collision box min y != 0 (#12110)
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@ -672,19 +672,21 @@ v3s16 LocalPlayer::getStandingNodePos()
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v3s16 LocalPlayer::getFootstepNodePos()
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v3s16 LocalPlayer::getFootstepNodePos()
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{
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{
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v3f feet_pos = getPosition() + v3f(0.0f, m_collisionbox.MinEdge.Y, 0.0f);
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// Emit swimming sound if the player is in liquid
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// Emit swimming sound if the player is in liquid
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if (in_liquid_stable)
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if (in_liquid_stable)
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return floatToInt(getPosition(), BS);
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return floatToInt(feet_pos, BS);
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// BS * 0.05 below the player's feet ensures a 1/16th height
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// BS * 0.05 below the player's feet ensures a 1/16th height
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// nodebox is detected instead of the node below it.
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// nodebox is detected instead of the node below it.
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if (touching_ground)
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if (touching_ground)
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return floatToInt(getPosition() - v3f(0.0f, BS * 0.05f, 0.0f), BS);
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return floatToInt(feet_pos - v3f(0.0f, BS * 0.05f, 0.0f), BS);
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// A larger distance below is necessary for a footstep sound
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// A larger distance below is necessary for a footstep sound
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// when landing after a jump or fall. BS * 0.5 ensures water
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// when landing after a jump or fall. BS * 0.5 ensures water
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// sounds when swimming in 1 node deep water.
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// sounds when swimming in 1 node deep water.
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return floatToInt(getPosition() - v3f(0.0f, BS * 0.5f, 0.0f), BS);
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return floatToInt(feet_pos - v3f(0.0f, BS * 0.5f, 0.0f), BS);
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}
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}
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v3s16 LocalPlayer::getLightPosition() const
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v3s16 LocalPlayer::getLightPosition() const
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