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Sneak: Improve and fix various things
Remove useless `got_teleported`. Fix jitter when walking against the sneak limits. Fix damage evading on sneak ladders.
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@ -810,8 +810,6 @@ Methods:
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* returns player HP
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* `get_name()`
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* returns player name
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* `got_teleported()`
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* returns true if player was teleported
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* `is_attached()`
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* returns true if player is attached
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* `is_touching_ground()`
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@ -35,7 +35,6 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
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Player(name, client->idef()),
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parent(0),
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hp(PLAYER_MAX_HP),
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got_teleported(false),
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isAttached(false),
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touching_ground(false),
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in_liquid(false),
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@ -305,29 +304,43 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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if (control.sneak && m_sneak_node_exists &&
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!(fly_allowed && g_settings->getBool("free_move")) &&
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!in_liquid && !is_climbing &&
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physics_override_sneak && !got_teleported) {
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v3f sn_f = intToFloat(m_sneak_node, BS);
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const v3f bmin = m_sneak_node_bb_top.MinEdge;
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const v3f bmax = m_sneak_node_bb_top.MaxEdge;
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physics_override_sneak) {
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const v3f sn_f = intToFloat(m_sneak_node, BS);
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const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
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const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge;
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const v3f old_pos = position;
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const v3f old_speed = m_speed;
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position.X = rangelim(position.X,
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sn_f.X+bmin.X - sneak_max.X, sn_f.X+bmax.X + sneak_max.X);
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bmin.X - sneak_max.X, bmax.X + sneak_max.X);
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position.Z = rangelim(position.Z,
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sn_f.Z+bmin.Z - sneak_max.Z, sn_f.Z+bmax.Z + sneak_max.Z);
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bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
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if (position.X != old_pos.X)
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m_speed.X = 0;
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if (position.Z != old_pos.Z)
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m_speed.Z = 0;
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// Because we keep the player collision box on the node, limiting
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// position.Y is not necessary but useful to prevent players from
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// being inside a node if sneaking on e.g. the lower part of a stair
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if (!m_sneak_ladder_detected) {
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position.Y = MYMAX(position.Y, sn_f.Y+bmax.Y);
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position.Y = MYMAX(position.Y, bmax.Y);
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} else {
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// legacy behaviour that sometimes causes some weird slow sinking
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m_speed.Y = MYMAX(m_speed.Y, 0);
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}
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}
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if (got_teleported)
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got_teleported = false;
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if (collision_info != NULL &&
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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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CollisionInfo sn_info;
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sn_info.node_p = m_sneak_node;
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sn_info.old_speed = old_speed;
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sn_info.new_speed = m_speed;
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collision_info->push_back(sn_info);
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}
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}
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// TODO: this shouldn't be hardcoded but transmitted from server
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float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
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@ -449,9 +462,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS));
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/*
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Set new position
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Set new position but keep sneak node set
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*/
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bool sneak_node_exists = m_sneak_node_exists;
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setPosition(position);
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m_sneak_node_exists = sneak_node_exists;
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/*
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Report collisions
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@ -917,7 +932,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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*/
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if (control.sneak && m_sneak_node_exists &&
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!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
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physics_override_sneak && !got_teleported) {
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physics_override_sneak) {
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f32 maxd = 0.5 * BS + sneak_max;
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v3f lwn_f = intToFloat(m_sneak_node, BS);
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position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
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@ -938,9 +953,6 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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}
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}
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if (got_teleported)
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got_teleported = false;
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// this shouldn't be hardcoded but transmitted from server
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float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
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@ -1055,9 +1067,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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}
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/*
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Set new position
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Set new position but keep sneak node set
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*/
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bool sneak_node_exists = m_sneak_node_exists;
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setPosition(position);
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m_sneak_node_exists = sneak_node_exists;
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/*
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Report collisions
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@ -47,7 +47,6 @@ public:
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ClientActiveObject *parent;
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u16 hp;
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bool got_teleported;
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bool isAttached;
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bool touching_ground;
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// This oscillates so that the player jumps a bit above the surface
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@ -126,7 +125,11 @@ public:
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f32 getPitch() const { return m_pitch; }
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void setPosition(const v3f &position) { m_position = position; }
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inline void setPosition(const v3f &position)
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{
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m_position = position;
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m_sneak_node_exists = false;
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}
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v3f getPosition() const { return m_position; }
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v3f getEyePosition() const { return m_position + getEyeOffset(); }
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@ -561,7 +561,6 @@ void Client::handleCommand_MovePlayer(NetworkPacket* pkt)
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*pkt >> pos >> pitch >> yaw;
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player->got_teleported = true;
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player->setPosition(pos);
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infostream << "Client got TOCLIENT_MOVE_PLAYER"
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@ -68,14 +68,6 @@ int LuaLocalPlayer::l_get_name(lua_State *L)
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return 1;
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}
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int LuaLocalPlayer::l_is_teleported(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushboolean(L, player->got_teleported);
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return 1;
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}
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int LuaLocalPlayer::l_is_attached(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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@ -386,7 +378,6 @@ const luaL_Reg LuaLocalPlayer::methods[] = {
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luamethod(LuaLocalPlayer, get_velocity),
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luamethod(LuaLocalPlayer, get_hp),
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luamethod(LuaLocalPlayer, get_name),
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luamethod(LuaLocalPlayer, is_teleported),
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luamethod(LuaLocalPlayer, is_attached),
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luamethod(LuaLocalPlayer, is_touching_ground),
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luamethod(LuaLocalPlayer, is_in_liquid),
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@ -39,7 +39,6 @@ private:
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static int l_get_name(lua_State *L);
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static int l_is_teleported(lua_State *L);
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static int l_is_attached(lua_State *L);
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static int l_is_touching_ground(lua_State *L);
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static int l_is_in_liquid(lua_State *L);
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