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b6b80f55c8
@ -6632,6 +6632,7 @@ Collision info passed to `on_step`:
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type = string, -- "node" or "object",
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axis = string, -- "x", "y" or "z"
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node_pos = vector, -- if type is "node"
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object = ObjectRef, -- if type is "object"
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old_velocity = vector,
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new_velocity = vector,
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},
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@ -37,18 +37,30 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#endif
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struct NearbyCollisionInfo {
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NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
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const v3s16 &pos, const aabb3f &box) :
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// node
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NearbyCollisionInfo(bool is_ul, int bouncy, const v3s16 &pos,
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const aabb3f &box) :
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is_unloaded(is_ul),
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is_object(is_obj),
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obj(nullptr),
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bouncy(bouncy),
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position(pos),
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box(box)
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{}
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// object
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NearbyCollisionInfo(ActiveObject *obj, int bouncy,
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const aabb3f &box) :
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is_unloaded(false),
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obj(obj),
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bouncy(bouncy),
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box(box)
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{}
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inline bool isObject() const { return obj != nullptr; }
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bool is_unloaded;
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bool is_step_up = false;
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bool is_object;
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ActiveObject *obj;
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int bouncy;
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v3s16 position;
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aabb3f box;
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@ -312,13 +324,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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for (auto box : nodeboxes) {
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box.MinEdge += posf;
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box.MaxEdge += posf;
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cinfo.emplace_back(false, false, n_bouncy_value, p, box);
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cinfo.emplace_back(false, n_bouncy_value, p, box);
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}
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} else {
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// Collide with unloaded nodes (position invalid) and loaded
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// CONTENT_IGNORE nodes (position valid)
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aabb3f box = getNodeBox(p, BS);
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cinfo.emplace_back(true, false, 0, p, box);
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cinfo.emplace_back(true, 0, p, box);
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}
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}
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@ -383,12 +395,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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iter != objects.end(); ++iter) {
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ActiveObject *object = *iter;
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if (object) {
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if (object && object->collideWithObjects()) {
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aabb3f object_collisionbox;
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if (object->getCollisionBox(&object_collisionbox) &&
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object->collideWithObjects()) {
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cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox);
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}
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if (object->getCollisionBox(&object_collisionbox))
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cinfo.emplace_back(object, 0, object_collisionbox);
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}
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}
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#ifndef SERVER
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@ -399,7 +409,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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v3f lplayer_pos = lplayer->getPosition();
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lplayer_collisionbox.MinEdge += lplayer_pos;
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lplayer_collisionbox.MaxEdge += lplayer_pos;
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cinfo.emplace_back(false, true, 0, v3s16(), lplayer_collisionbox);
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ActiveObject *obj = (ActiveObject*) lplayer->getCAO();
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cinfo.emplace_back(obj, 0, lplayer_collisionbox);
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}
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}
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#endif
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@ -498,12 +509,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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is_collision = false;
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CollisionInfo info;
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if (nearest_info.is_object)
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if (nearest_info.isObject())
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info.type = COLLISION_OBJECT;
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else
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info.type = COLLISION_NODE;
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info.node_p = nearest_info.position;
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info.object = nearest_info.obj;
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info.old_speed = *speed_f;
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info.plane = nearest_collided;
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@ -572,7 +584,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) {
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result.touching_ground = true;
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if (box_info.is_object)
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if (box_info.isObject())
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result.standing_on_object = true;
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}
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}
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@ -48,6 +48,7 @@ struct CollisionInfo
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CollisionType type = COLLISION_NODE;
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CollisionAxis axis = COLLISION_AXIS_NONE;
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v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
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ActiveObject *object = nullptr; // COLLISION_OBJECT
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v3f old_speed;
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v3f new_speed;
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int plane = -1;
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@ -2043,6 +2043,9 @@ void push_collision_move_result(lua_State *L, const collisionMoveResult &res)
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if (c.type == COLLISION_NODE) {
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push_v3s16(L, c.node_p);
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lua_setfield(L, -2, "node_pos");
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} else if (c.type == COLLISION_OBJECT) {
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push_objectRef(L, c.object->getId());
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lua_setfield(L, -2, "object");
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}
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push_v3f(L, c.old_speed / BS);
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