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Revert custom player collision box and step height commits
These caused inability to pass through 2 node high spaces or step up onto slabs or steps when a new client connected to an older server.
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@ -3705,9 +3705,6 @@ Definition tables
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collide_with_objects = true, -- collide with other objects if physical = true
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weight = 5,
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collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
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-- ^ For players (0, -1, 0) is at object base level,
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-- for all other objects (0, 0, 0) is at object base level.
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-- For example, Minetest Game player box is (-0.3, -1.0, -0.3, 0.3, 0.75, 0.3).
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visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
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visual_size = {x = 1, y = 1},
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mesh = "model",
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@ -90,12 +90,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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// Maximum hit points of a player
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#define PLAYER_MAX_HP 20
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// Player weight
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#define PLAYER_DEFAULT_WEIGHT 75
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// Player step height
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#define PLAYER_DEFAULT_STEPHEIGHT 0.6f
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// Maximal breath of a player
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#define PLAYER_MAX_BREATH 11
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@ -1586,13 +1586,7 @@ void GenericCAO::processMessage(const std::string &data)
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}
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if (m_is_local_player) {
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LocalPlayer *player = m_env->getLocalPlayer();
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player->makes_footstep_sound = m_prop.makes_footstep_sound;
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aabb3f collisionbox = m_selection_box;
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collisionbox.MinEdge += v3f(0, BS, 0);
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collisionbox.MaxEdge += v3f(0, BS, 0);
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player->setCollisionbox(collisionbox);
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}
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if ((m_is_player && !m_is_local_player) && m_prop.nametag == "")
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@ -154,12 +154,6 @@ public:
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scene::IBillboardSceneNode *getSpriteSceneNode();
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inline f32 getStepheight() const
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{
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return m_prop.stepheight;
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}
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inline bool isPlayer() const
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{
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return m_is_player;
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@ -797,7 +797,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
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m_prop.hp_max = PLAYER_MAX_HP;
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m_prop.physical = false;
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m_prop.weight = PLAYER_DEFAULT_WEIGHT;
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m_prop.weight = 75;
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m_prop.collisionbox = aabb3f(-0.3f, -1.0f, -0.3f, 0.3f, 0.75f, 0.3f);
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// start of default appearance, this should be overwritten by LUA
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m_prop.visual = "upright_sprite";
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@ -811,7 +811,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
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// end of default appearance
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m_prop.is_visible = true;
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m_prop.makes_footstep_sound = true;
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m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT;
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m_hp = PLAYER_MAX_HP;
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}
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@ -1429,9 +1428,7 @@ bool PlayerSAO::checkMovementCheat()
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bool PlayerSAO::getCollisionBox(aabb3f *toset) const
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{
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//update collision box
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toset->MinEdge = m_prop.collisionbox.MinEdge * BS + v3f(0, BS, 0);
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toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS + v3f(0, BS, 0);
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*toset = aabb3f(-0.3f * BS, 0.0f, -0.3f * BS, 0.3f * BS, 1.75f * BS, 0.3f * BS);
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toset->MinEdge += m_base_position;
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toset->MaxEdge += m_base_position;
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@ -344,8 +344,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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}
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}
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float player_stepheight = (m_cao == 0) ? 0.0f :
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((touching_ground) ? m_cao->getStepheight() : (0.2f * BS));
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// TODO: this shouldn't be hardcoded but transmitted from server
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float player_stepheight = (touching_ground) ? (BS * 0.6f) : (BS * 0.2f);
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#ifdef __ANDROID__
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player_stepheight += (0.6f * BS);
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@ -137,8 +137,6 @@ public:
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v3f getEyePosition() const { return m_position + getEyeOffset(); }
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v3f getEyeOffset() const;
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void setCollisionbox(aabb3f box) { m_collisionbox = box; }
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private:
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void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
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void accelerateVertical(const v3f &target_speed, const f32 max_increase);
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