Fix player teleportation bug whilst sneaking

Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player
it fixes #2876
This commit is contained in:
HybridDog 2016-01-04 17:21:33 +01:00 committed by paramat
parent 5a40a7dad8
commit c0b6986e38
4 changed files with 7 additions and 1 deletions

@ -183,7 +183,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
*/
if (control.sneak && m_sneak_node_exists &&
!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
physics_override_sneak) {
physics_override_sneak && !got_teleported) {
f32 maxd = 0.5 * BS + sneak_max;
v3f lwn_f = intToFloat(m_sneak_node, BS);
position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
@ -204,6 +204,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
}
}
if (got_teleported)
got_teleported = false;
// this shouldn't be hardcoded but transmitted from server
float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);

@ -552,6 +552,7 @@ void Client::handleCommand_MovePlayer(NetworkPacket* pkt)
*pkt >> pos >> pitch >> yaw;
player->got_teleported = true;
player->setPosition(pos);
infostream << "Client got TOCLIENT_MOVE_PLAYER"

@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
Player::Player(IGameDef *gamedef, const char *name):
got_teleported(false),
touching_ground(false),
in_liquid(false),
in_liquid_stable(false),

@ -318,6 +318,7 @@ public:
// Use a function, if isDead can be defined by other conditions
bool isDead() { return hp == 0; }
bool got_teleported;
bool touching_ground;
// This oscillates so that the player jumps a bit above the surface
bool in_liquid;