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Fix the bouncy node related stuff a bit
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parent
3b43c69df4
commit
c129b3852b
@ -2033,10 +2033,18 @@ void ClientEnvironment::step(float dtime)
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i = player_collisions.begin();
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i != player_collisions.end(); i++)
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{
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CollisionInfo &info = *i;
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v3f speed_diff = info.new_speed - info.old_speed;;
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// Handle only fall damage
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// (because otherwise walking against something in fast_move kills you)
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if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
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continue;
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// Get rid of other components
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speed_diff.X = 0;
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speed_diff.Z = 0;
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f32 pre_factor = 1; // 1 hp per node/s
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f32 tolerance = BS*14; // 5 without damage
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f32 post_factor = 1; // 1 hp per node/s
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CollisionInfo &info = *i;
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if(info.type == COLLISION_NODE)
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{
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const ContentFeatures &f = m_gamedef->ndef()->
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@ -2045,8 +2053,7 @@ void ClientEnvironment::step(float dtime)
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int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
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pre_factor = 1.0 + (float)addp/100.0;
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}
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float speed = (info.new_speed - info.old_speed).getLength();
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speed *= pre_factor;
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float speed = pre_factor * speed_diff.getLength();
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if(speed > tolerance)
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{
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f32 damage_f = (speed - tolerance)/BS * post_factor;
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@ -486,9 +486,8 @@ void LocalPlayer::applyControl(float dtime)
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v3f speed = getSpeed();
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if(speed.Y >= -0.5*BS)
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{
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speed.Y += 6.5*BS;
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speed.Y = 6.5*BS;
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setSpeed(speed);
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m_can_jump = false;
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MtEvent *e = new SimpleTriggerEvent("PlayerJump");
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m_gamedef->event()->put(e);
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