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Pause in unloaded territory instead of collide
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@ -1513,6 +1513,11 @@ void ClientEnvironment::step(float dtime)
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*/
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*/
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bool is_climbing = lplayer->is_climbing;
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bool is_climbing = lplayer->is_climbing;
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/*
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Check if the player is frozen (don't apply physics)
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*/
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bool is_frozen = lplayer->is_frozen;
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f32 player_speed = 0.001; // just some small value
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f32 player_speed = 0.001; // just some small value
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player_speed = lplayer->getSpeed().getLength();
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player_speed = lplayer->getSpeed().getLength();
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@ -1570,7 +1575,7 @@ void ClientEnvironment::step(float dtime)
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v3f lplayerpos = lplayer->getPosition();
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v3f lplayerpos = lplayer->getPosition();
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// Apply physics
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// Apply physics
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if(free_move == false && is_climbing == false)
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if(free_move == false && is_climbing == false && is_frozen == false)
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{
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{
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// Gravity
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// Gravity
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v3f speed = lplayer->getSpeed();
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v3f speed = lplayer->getSpeed();
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@ -330,7 +330,18 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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/*
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/*
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Calculate new position
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Calculate new position
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*/
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*/
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if(is_frozen) {
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// Still move very slowly so as not to feel all completely stuck
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position += m_speed * dtime * 0.001;
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}
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else {
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position += m_speed * dtime;
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position += m_speed * dtime;
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}
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/*
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If the player enters an unloaded chunk this is set to true.
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*/
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is_frozen = false;
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// Skip collision detection if a special movement mode is used
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// Skip collision detection if a special movement mode is used
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bool free_move = g_settings.getBool("free_move");
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bool free_move = g_settings.getBool("free_move");
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@ -503,8 +514,11 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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}
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}
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catch(InvalidPositionException &e)
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catch(InvalidPositionException &e)
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{
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{
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// Doing nothing here will block the player from
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if(!is_frozen) {
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// walking over map borders
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// freeze when entering unloaded areas
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is_frozen = true;
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}
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continue;
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}
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}
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core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
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core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
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@ -142,6 +142,7 @@ public:
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bool in_water_stable;
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bool in_water_stable;
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bool is_climbing;
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bool is_climbing;
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bool swimming_up;
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bool swimming_up;
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bool is_frozen;
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Inventory inventory;
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Inventory inventory;
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// Actual inventory is backed up here when creative mode is used
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// Actual inventory is backed up here when creative mode is used
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