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Localplayer: Fix disable_jump effect and getStandingNodePos()
Leave the old move code untouched.
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commit
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@ -169,6 +169,11 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info)
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std::vector<CollisionInfo> *collision_info)
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{
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{
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if (!collision_info || collision_info->empty()) {
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// Node below the feet, update each ClientEnvironment::step()
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m_standing_node = floatToInt(m_position, BS) - v3s16(0, 1, 0);
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}
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// Temporary option for old move code
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// Temporary option for old move code
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if (!physics_override_new_move) {
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if (!physics_override_new_move) {
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old_move(dtime, env, pos_max_d, collision_info);
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old_move(dtime, env, pos_max_d, collision_info);
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@ -190,8 +195,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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bool fly_allowed = m_client->checkLocalPrivilege("fly");
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bool fly_allowed = m_client->checkLocalPrivilege("fly");
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bool noclip = m_client->checkLocalPrivilege("noclip") &&
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bool noclip = m_client->checkLocalPrivilege("noclip") &&
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g_settings->getBool("noclip");
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g_settings->getBool("noclip");
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bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
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bool free_move = g_settings->getBool("free_move") && fly_allowed;
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if (free_move) {
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if (noclip && free_move) {
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position += m_speed * dtime;
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position += m_speed * dtime;
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setPosition(position);
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setPosition(position);
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return;
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return;
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@ -295,10 +301,35 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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pos_max_d, m_collisionbox, player_stepheight, dtime,
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pos_max_d, m_collisionbox, player_stepheight, dtime,
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&position, &m_speed, accel_f);
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&position, &m_speed, accel_f);
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bool could_sneak = control.sneak &&
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bool could_sneak = control.sneak && !free_move && !in_liquid &&
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!(fly_allowed && g_settings->getBool("free_move")) &&
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!is_climbing && physics_override_sneak;
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!in_liquid && !is_climbing &&
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physics_override_sneak;
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// Add new collisions to the vector
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if (collision_info && !free_move) {
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v3f diff = intToFloat(m_standing_node, BS) - position;
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f32 distance = diff.getLength();
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// Force update each ClientEnvironment::step()
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bool is_first = collision_info->empty();
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for (const auto &colinfo : result.collisions) {
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collision_info->push_back(colinfo);
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if (colinfo.type != COLLISION_NODE ||
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colinfo.new_speed.Y != 0 ||
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(could_sneak && m_sneak_node_exists))
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continue;
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diff = intToFloat(colinfo.node_p, BS) - position;
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// Find nearest colliding node
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f32 len = diff.getLength();
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if (is_first || len < distance) {
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m_standing_node = colinfo.node_p;
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distance = len;
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}
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}
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}
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/*
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/*
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If the player's feet touch the topside of any node, this is
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If the player's feet touch the topside of any node, this is
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set to true.
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set to true.
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@ -328,6 +359,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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const v3f old_pos = position;
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const v3f old_pos = position;
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const v3f old_speed = m_speed;
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const v3f old_speed = m_speed;
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f32 y_diff = bmax.Y - position.Y;
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f32 y_diff = bmax.Y - position.Y;
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m_standing_node = m_sneak_node;
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// (BS * 0.6f) is the basic stepheight while standing on ground
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// (BS * 0.6f) is the basic stepheight while standing on ground
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if (y_diff < BS * 0.6f) {
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if (y_diff < BS * 0.6f) {
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@ -355,7 +387,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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if (m_speed.Y == 0 || m_sneak_ladder_detected)
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if (m_speed.Y == 0 || m_sneak_ladder_detected)
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sneak_can_jump = true;
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sneak_can_jump = true;
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if (collision_info != NULL &&
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if (collision_info &&
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m_speed.Y - old_speed.Y > BS) {
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m_speed.Y - old_speed.Y > BS) {
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// Collide with sneak node, report fall damage
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// Collide with sneak node, report fall damage
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CollisionInfo sn_info;
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CollisionInfo sn_info;
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@ -384,13 +416,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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Report collisions
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Report collisions
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*/
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*/
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// Dont report if flying
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if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
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for (const auto &colinfo : result.collisions) {
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collision_info->push_back(colinfo);
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}
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}
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if(!result.standing_on_object && !touching_ground_was && touching_ground) {
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if(!result.standing_on_object && !touching_ground_was && touching_ground) {
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MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
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MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
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m_client->event()->put(e);
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m_client->event()->put(e);
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@ -413,7 +438,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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/*
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/*
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Check properties of the node on which the player is standing
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Check properties of the node on which the player is standing
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*/
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*/
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const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
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const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node));
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// Determine if jumping is possible
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// Determine if jumping is possible
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m_can_jump = (touching_ground && !in_liquid && !is_climbing)
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m_can_jump = (touching_ground && !in_liquid && !is_climbing)
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|| sneak_can_jump;
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|| sneak_can_jump;
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@ -668,7 +693,7 @@ v3s16 LocalPlayer::getStandingNodePos()
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{
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{
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if(m_sneak_node_exists)
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if(m_sneak_node_exists)
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return m_sneak_node;
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return m_sneak_node;
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return floatToInt(getPosition() - v3f(0, BS, 0), BS);
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return m_standing_node;
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}
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}
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v3s16 LocalPlayer::getFootstepNodePos()
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v3s16 LocalPlayer::getFootstepNodePos()
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@ -151,6 +151,7 @@ private:
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float getSlipFactor(Environment *env, const v3f &speedH);
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float getSlipFactor(Environment *env, const v3f &speedH);
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v3f m_position;
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v3f m_position;
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v3s16 m_standing_node;
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v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
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v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
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// Stores the top bounding box of m_sneak_node
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// Stores the top bounding box of m_sneak_node
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