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	LocalPlayer: Fix code-style
This commit is contained in:
		@@ -41,7 +41,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
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static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
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{
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	if (nodeboxes.empty())
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		return aabb3f(0, 0, 0, 0, 0, 0);
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		return aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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	aabb3f b_max;
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@@ -56,7 +56,7 @@ static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
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}
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bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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		const v3f &sneak_max)
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	const v3f &sneak_max)
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{
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	static const v3s16 dir9_center[9] = {
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		v3s16( 0, 0,  0),
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@@ -76,12 +76,12 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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	bool new_sneak_node_exists = m_sneak_node_exists;
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	// We want the top of the sneak node to be below the players feet
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	f32 position_y_mod = 0.05 * BS;
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	f32 position_y_mod = 0.05f * BS;
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	if (m_sneak_node_exists)
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		position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
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	// Get position of current standing node
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	const v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
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	const v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
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	if (current_node != m_sneak_node) {
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		new_sneak_node_exists = false;
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@@ -97,7 +97,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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	// Get new sneak node
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	m_sneak_ladder_detected = false;
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	f32 min_distance_f = 100000.0 * BS;
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	f32 min_distance_f = 100000.0f * BS;
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	for (const auto &d : dir9_center) {
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		const v3s16 p = current_node + d;
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@@ -106,8 +106,8 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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		f32 distance_f = diff.getLength();
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		if (distance_f > min_distance_f ||
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				fabs(diff.X) > (.5 + .1) * BS + sneak_max.X ||
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				fabs(diff.Y) > (.5 + .1) * BS + sneak_max.Z)
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				fabs(diff.X) > (0.5f + 0.1f) * BS + sneak_max.X ||
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				fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z)
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			continue;
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@@ -118,9 +118,8 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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		// And the node(s) above have to be nonwalkable
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		bool ok = true;
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		if (!physics_override_sneak_glitch) {
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			u16 height = ceilf(
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					(m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
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			);
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			u16 height =
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				ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS);
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			for (u16 y = 1; y <= height; y++) {
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				node = map->getNode(p + v3s16(0, y, 0), &is_valid_position);
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				if (!is_valid_position || nodemgr->get(node).walkable) {
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@@ -169,10 +168,9 @@ 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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		std::vector<CollisionInfo> *collision_info)
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{
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	if (!collision_info || collision_info->empty()) {
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		// Node at feet position, update each ClientEnvironment::step()
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	// Node at feet position, update each ClientEnvironment::step()
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	if (!collision_info || collision_info->empty())
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		m_standing_node = floatToInt(m_position, BS);
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	}
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	// Temporary option for old move code
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	if (!physics_override_new_move) {
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@@ -188,7 +186,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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	// Copy parent position if local player is attached
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	if (isAttached) {
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		setPosition(overridePosition);
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		added_velocity = v3f(); // ignored
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		added_velocity = v3f(0.0f); // ignored
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		return;
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	}
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@@ -202,12 +200,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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	if (noclip && free_move) {
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		position += m_speed * dtime;
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		setPosition(position);
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		added_velocity = v3f(); // ignored
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		added_velocity = v3f(0.0f); // ignored
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		return;
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	}
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	m_speed += added_velocity;
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	added_velocity = v3f();
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	added_velocity = v3f(0.0f);
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	/*
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		Collision detection
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@@ -224,7 +222,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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	// If in liquid, the threshold of coming out is at higher y
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	if (in_liquid)
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	{
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		pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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		pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
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		node = map->getNode(pp, &is_valid_position);
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		if (is_valid_position) {
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			in_liquid = nodemgr->get(node.getContent()).isLiquid();
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@@ -232,11 +230,10 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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		} else {
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			in_liquid = false;
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		}
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	}
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	// If not in liquid, the threshold of going in is at lower y
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	else
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	{
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		pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
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	} else {
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		// If not in liquid, the threshold of going in is at lower y
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		pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
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		node = map->getNode(pp, &is_valid_position);
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		if (is_valid_position) {
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			in_liquid = nodemgr->get(node.getContent()).isLiquid();
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@@ -250,7 +247,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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	/*
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		Check if player is in liquid (the stable value)
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	*/
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	pp = floatToInt(position + v3f(0,0,0), BS);
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	pp = floatToInt(position + v3f(0.0f), BS);
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	node = map->getNode(pp, &is_valid_position);
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	if (is_valid_position) {
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		in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
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@@ -259,12 +256,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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	}
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	/*
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			Check if player is climbing
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		Check if player is climbing
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	*/
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	pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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	v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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	pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
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	v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
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	node = map->getNode(pp, &is_valid_position);
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	bool is_valid_position2;
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	MapNode node2 = map->getNode(pp2, &is_valid_position2);
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@@ -272,8 +268,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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	if (!(is_valid_position && is_valid_position2)) {
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		is_climbing = false;
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	} else {
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		is_climbing = (nodemgr->get(node.getContent()).climbable
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				|| nodemgr->get(node2.getContent()).climbable) && !free_move;
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		is_climbing = (nodemgr->get(node.getContent()).climbable ||
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			nodemgr->get(node2.getContent()).climbable) && !free_move;
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	}
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	/*
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@@ -282,7 +278,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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	*/
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	//f32 d = pos_max_d * 1.1;
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	// A fairly large value in here makes moving smoother
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	f32 d = 0.15*BS;
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	f32 d = 0.15f * BS;
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	// This should always apply, otherwise there are glitches
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	sanity_check(d > pos_max_d);
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@@ -292,7 +288,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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	float player_stepheight = (m_cao == nullptr) ? 0.0f :
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		(touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
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	v3f accel_f = v3f(0,0,0);
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	v3f accel_f;
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	const v3f initial_position = position;
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	const v3f initial_speed = m_speed;
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@@ -346,7 +342,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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	if (m_sneak_ladder_detected) {
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		// restore legacy behaviour (this makes the m_speed.Y hack necessary)
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		sneak_max = v3f(0.4 * BS, 0, 0.4 * BS);
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		sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * BS);
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	}
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	/*
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@@ -370,12 +366,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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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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				m_speed.X = 0.0f;
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			if (position.Z != old_pos.Z)
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				m_speed.Z = 0;
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				m_speed.Z = 0.0f;
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		}
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		if (y_diff > 0 && m_speed.Y <= 0 &&
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		if (y_diff > 0 && m_speed.Y <= 0.0f &&
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				(physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
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			// Move player to the maximal height when falling or when
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			// the ledge is climbed on the next step.
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@@ -383,11 +379,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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			// Smoothen the movement (based on 'position.Y = bmax.Y')
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			position.Y += y_diff * dtime * 22.0f + BS * 0.01f;
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			position.Y = std::min(position.Y, bmax.Y);
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			m_speed.Y = 0;
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			m_speed.Y = 0.0f;
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		}
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		// Allow jumping on node edges while sneaking
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		if (m_speed.Y == 0 || m_sneak_ladder_detected)
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		if (m_speed.Y == 0.0f || m_sneak_ladder_detected)
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			sneak_can_jump = true;
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		if (collision_info &&
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@@ -419,7 +415,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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		Report collisions
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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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		m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
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		// Set camera impact value to be used for view bobbing
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@@ -430,10 +426,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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		camera_barely_in_ceiling = false;
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		v3s16 camera_np = floatToInt(getEyePosition(), BS);
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		MapNode n = map->getNode(camera_np);
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		if(n.getContent() != CONTENT_IGNORE){
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			if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
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		if (n.getContent() != CONTENT_IGNORE) {
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			if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
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				camera_barely_in_ceiling = true;
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			}
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		}
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	}
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@@ -444,16 +439,15 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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	// Determine if jumping is possible
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	m_disable_jump = itemgroup_get(f.groups, "disable_jump");
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	m_can_jump = ((touching_ground && !is_climbing)
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			|| sneak_can_jump) && !m_disable_jump;
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	m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && !m_disable_jump;
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	// Jump key pressed while jumping off from a bouncy block
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	if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
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		m_speed.Y >= -0.5 * BS) {
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		m_speed.Y >= -0.5f * BS) {
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		float jumpspeed = movement_speed_jump * physics_override_jump;
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		if (m_speed.Y > 1) {
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		if (m_speed.Y > 1.0f) {
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			// Reduce boost when speed already is high
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			m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
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			m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
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		} else {
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			m_speed.Y += jumpspeed;
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		}
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@@ -480,9 +474,8 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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	setYaw(control.yaw);
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	// Nullify speed and don't run positioning code if the player is attached
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	if(isAttached)
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	{
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		setSpeed(v3f(0,0,0));
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	if (isAttached) {
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		setSpeed(v3f(0.0f));
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		return;
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	}
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@@ -491,8 +484,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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	// All vectors are relative to the player's yaw,
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	// (and pitch if pitch move mode enabled),
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	// and will be rotated at the end
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	v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
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	v3f speedV = v3f(0,0,0); // Vertical (Y)
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	v3f speedH, speedV; // Horizontal (X, Z) and Vertical (Y)
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	bool fly_allowed = m_client->checkLocalPrivilege("fly");
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	bool fast_allowed = m_client->checkLocalPrivilege("fast");
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@@ -511,76 +503,58 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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		superspeed = true;
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		||||
 | 
			
		||||
	// Old descend control
 | 
			
		||||
	if (player_settings.aux1_descends)
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		||||
	{
 | 
			
		||||
	if (player_settings.aux1_descends) {
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		||||
		// If free movement and fast movement, always move fast
 | 
			
		||||
		if(free_move && fast_move)
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		||||
		if (free_move && fast_move)
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		||||
			superspeed = true;
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 | 
			
		||||
		// Auxiliary button 1 (E)
 | 
			
		||||
		if(control.aux1)
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		||||
		{
 | 
			
		||||
			if(free_move)
 | 
			
		||||
			{
 | 
			
		||||
		if (control.aux1) {
 | 
			
		||||
			if (free_move) {
 | 
			
		||||
				// In free movement mode, aux1 descends
 | 
			
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				if(fast_move)
 | 
			
		||||
				if (fast_move)
 | 
			
		||||
					speedV.Y = -movement_speed_fast;
 | 
			
		||||
				else
 | 
			
		||||
					speedV.Y = -movement_speed_walk;
 | 
			
		||||
			}
 | 
			
		||||
			else if(in_liquid || in_liquid_stable)
 | 
			
		||||
			{
 | 
			
		||||
			} else if (in_liquid || in_liquid_stable) {
 | 
			
		||||
				speedV.Y = -movement_speed_walk;
 | 
			
		||||
				swimming_vertical = true;
 | 
			
		||||
			}
 | 
			
		||||
			else if(is_climbing)
 | 
			
		||||
			{
 | 
			
		||||
			} else if (is_climbing) {
 | 
			
		||||
				speedV.Y = -movement_speed_climb;
 | 
			
		||||
			}
 | 
			
		||||
			else
 | 
			
		||||
			{
 | 
			
		||||
			} else {
 | 
			
		||||
				// If not free movement but fast is allowed, aux1 is
 | 
			
		||||
				// "Turbo button"
 | 
			
		||||
				if(fast_move)
 | 
			
		||||
				if (fast_move)
 | 
			
		||||
					superspeed = true;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	// New minecraft-like descend control
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
	} else {
 | 
			
		||||
		// New minecraft-like descend control
 | 
			
		||||
 | 
			
		||||
		// Auxiliary button 1 (E)
 | 
			
		||||
		if(control.aux1)
 | 
			
		||||
		{
 | 
			
		||||
			if(!is_climbing)
 | 
			
		||||
			{
 | 
			
		||||
		if (control.aux1) {
 | 
			
		||||
			if (!is_climbing) {
 | 
			
		||||
				// aux1 is "Turbo button"
 | 
			
		||||
				if(fast_move)
 | 
			
		||||
				if (fast_move)
 | 
			
		||||
					superspeed = true;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if(control.sneak)
 | 
			
		||||
		{
 | 
			
		||||
			if(free_move)
 | 
			
		||||
			{
 | 
			
		||||
		if (control.sneak) {
 | 
			
		||||
			if (free_move) {
 | 
			
		||||
				// In free movement mode, sneak descends
 | 
			
		||||
				if (fast_move && (control.aux1 || always_fly_fast))
 | 
			
		||||
					speedV.Y = -movement_speed_fast;
 | 
			
		||||
				else
 | 
			
		||||
					speedV.Y = -movement_speed_walk;
 | 
			
		||||
			}
 | 
			
		||||
			else if(in_liquid || in_liquid_stable)
 | 
			
		||||
			{
 | 
			
		||||
				if(fast_climb)
 | 
			
		||||
			} else if (in_liquid || in_liquid_stable) {
 | 
			
		||||
				if (fast_climb)
 | 
			
		||||
					speedV.Y = -movement_speed_fast;
 | 
			
		||||
				else
 | 
			
		||||
					speedV.Y = -movement_speed_walk;
 | 
			
		||||
				swimming_vertical = true;
 | 
			
		||||
			}
 | 
			
		||||
			else if(is_climbing)
 | 
			
		||||
			{
 | 
			
		||||
				if(fast_climb)
 | 
			
		||||
			} else if (is_climbing) {
 | 
			
		||||
				if (fast_climb)
 | 
			
		||||
					speedV.Y = -movement_speed_fast;
 | 
			
		||||
				else
 | 
			
		||||
					speedV.Y = -movement_speed_climb;
 | 
			
		||||
@@ -588,34 +562,32 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (control.up) {
 | 
			
		||||
		speedH += v3f(0,0,1);
 | 
			
		||||
	}
 | 
			
		||||
	if (control.down) {
 | 
			
		||||
		speedH -= v3f(0,0,1);
 | 
			
		||||
	}
 | 
			
		||||
	if (!control.up && !control.down) {
 | 
			
		||||
		speedH -= v3f(0,0,1) *
 | 
			
		||||
			(control.forw_move_joystick_axis / 32767.f);
 | 
			
		||||
	}
 | 
			
		||||
	if (control.left) {
 | 
			
		||||
		speedH += v3f(-1,0,0);
 | 
			
		||||
	}
 | 
			
		||||
	if (control.right) {
 | 
			
		||||
		speedH += v3f(1,0,0);
 | 
			
		||||
	}
 | 
			
		||||
	if (!control.left && !control.right) {
 | 
			
		||||
		speedH += v3f(1,0,0) *
 | 
			
		||||
			(control.sidew_move_joystick_axis / 32767.f);
 | 
			
		||||
	}
 | 
			
		||||
	if (control.up)
 | 
			
		||||
		speedH += v3f(0.0f, 0.0f, 1.0f);
 | 
			
		||||
 | 
			
		||||
	if (control.down)
 | 
			
		||||
		speedH -= v3f(0.0f, 0.0f, 1.0f);
 | 
			
		||||
 | 
			
		||||
	if (!control.up && !control.down)
 | 
			
		||||
		speedH -= v3f(0.0f, 0.0f, 1.0f) * (control.forw_move_joystick_axis / 32767.f);
 | 
			
		||||
 | 
			
		||||
	if (control.left)
 | 
			
		||||
		speedH += v3f(-1.0f, 0.0f, 0.0f);
 | 
			
		||||
 | 
			
		||||
	if (control.right)
 | 
			
		||||
		speedH += v3f(1.0f, 0.0f, 0.0f);
 | 
			
		||||
 | 
			
		||||
	if (!control.left && !control.right)
 | 
			
		||||
		speedH += v3f(1.0f, 0.0f, 0.0f) * (control.sidew_move_joystick_axis / 32767.f);
 | 
			
		||||
 | 
			
		||||
	if (m_autojump) {
 | 
			
		||||
		// release autojump after a given time
 | 
			
		||||
		m_autojump_time -= dtime;
 | 
			
		||||
		if (m_autojump_time <= 0.0f)
 | 
			
		||||
			m_autojump = false;
 | 
			
		||||
	}
 | 
			
		||||
	if(control.jump)
 | 
			
		||||
	{
 | 
			
		||||
 | 
			
		||||
	if (control.jump) {
 | 
			
		||||
		if (free_move) {
 | 
			
		||||
			if (player_settings.aux1_descends || always_fly_fast) {
 | 
			
		||||
				if (fast_move)
 | 
			
		||||
@@ -623,21 +595,19 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
 | 
			
		||||
				else
 | 
			
		||||
					speedV.Y = movement_speed_walk;
 | 
			
		||||
			} else {
 | 
			
		||||
				if(fast_move && control.aux1)
 | 
			
		||||
				if (fast_move && control.aux1)
 | 
			
		||||
					speedV.Y = movement_speed_fast;
 | 
			
		||||
				else
 | 
			
		||||
					speedV.Y = movement_speed_walk;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		else if(m_can_jump)
 | 
			
		||||
		{
 | 
			
		||||
		} else if (m_can_jump) {
 | 
			
		||||
			/*
 | 
			
		||||
				NOTE: The d value in move() affects jump height by
 | 
			
		||||
				raising the height at which the jump speed is kept
 | 
			
		||||
				at its starting value
 | 
			
		||||
			*/
 | 
			
		||||
			v3f speedJ = getSpeed();
 | 
			
		||||
			if(speedJ.Y >= -0.5 * BS) {
 | 
			
		||||
			if (speedJ.Y >= -0.5f * BS) {
 | 
			
		||||
				speedJ.Y = movement_speed_jump * physics_override_jump;
 | 
			
		||||
				setSpeed(speedJ);
 | 
			
		||||
				m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
 | 
			
		||||
@@ -657,29 +627,31 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// The speed of the player (Y is ignored)
 | 
			
		||||
	if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
 | 
			
		||||
	if (superspeed || (is_climbing && fast_climb) ||
 | 
			
		||||
			((in_liquid || in_liquid_stable) && fast_climb))
 | 
			
		||||
		speedH = speedH.normalize() * movement_speed_fast;
 | 
			
		||||
	else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
 | 
			
		||||
	else if (control.sneak && !free_move && !in_liquid && !in_liquid_stable)
 | 
			
		||||
		speedH = speedH.normalize() * movement_speed_crouch;
 | 
			
		||||
	else
 | 
			
		||||
		speedH = speedH.normalize() * movement_speed_walk;
 | 
			
		||||
 | 
			
		||||
	// Acceleration increase
 | 
			
		||||
	f32 incH = 0; // Horizontal (X, Z)
 | 
			
		||||
	f32 incV = 0; // Vertical (Y)
 | 
			
		||||
	if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
 | 
			
		||||
	{
 | 
			
		||||
	f32 incH = 0.0f; // Horizontal (X, Z)
 | 
			
		||||
	f32 incV = 0.0f; // Vertical (Y)
 | 
			
		||||
	if ((!touching_ground && !free_move && !is_climbing && !in_liquid) ||
 | 
			
		||||
			(!free_move && m_can_jump && control.jump)) {
 | 
			
		||||
		// Jumping and falling
 | 
			
		||||
		if(superspeed || (fast_move && control.aux1))
 | 
			
		||||
		if (superspeed || (fast_move && control.aux1))
 | 
			
		||||
			incH = movement_acceleration_fast * BS * dtime;
 | 
			
		||||
		else
 | 
			
		||||
			incH = movement_acceleration_air * BS * dtime;
 | 
			
		||||
		incV = 0; // No vertical acceleration in air
 | 
			
		||||
	}
 | 
			
		||||
	else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
 | 
			
		||||
		incV = 0.0f; // No vertical acceleration in air
 | 
			
		||||
	} else if (superspeed || (is_climbing && fast_climb) ||
 | 
			
		||||
			((in_liquid || in_liquid_stable) && fast_climb)) {
 | 
			
		||||
		incH = incV = movement_acceleration_fast * BS * dtime;
 | 
			
		||||
	else
 | 
			
		||||
	} else {
 | 
			
		||||
		incH = incV = movement_acceleration_default * BS * dtime;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float slip_factor = 1.0f;
 | 
			
		||||
	if (!free_move && !in_liquid && !in_liquid_stable)
 | 
			
		||||
@@ -694,52 +666,55 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
 | 
			
		||||
 | 
			
		||||
	// Accelerate to target speed with maximum increment
 | 
			
		||||
	accelerate((speedH + speedV) * physics_override_speed,
 | 
			
		||||
			incH * physics_override_speed * slip_factor, incV * physics_override_speed,
 | 
			
		||||
			pitch_move);
 | 
			
		||||
		incH * physics_override_speed * slip_factor, incV * physics_override_speed,
 | 
			
		||||
		pitch_move);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
v3s16 LocalPlayer::getStandingNodePos()
 | 
			
		||||
{
 | 
			
		||||
	if(m_sneak_node_exists)
 | 
			
		||||
	if (m_sneak_node_exists)
 | 
			
		||||
		return m_sneak_node;
 | 
			
		||||
 | 
			
		||||
	return m_standing_node;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
v3s16 LocalPlayer::getFootstepNodePos()
 | 
			
		||||
{
 | 
			
		||||
	// Emit swimming sound if the player is in liquid
 | 
			
		||||
	if (in_liquid_stable)
 | 
			
		||||
		// Emit swimming sound if the player is in liquid
 | 
			
		||||
		return floatToInt(getPosition(), BS);
 | 
			
		||||
 | 
			
		||||
	// BS * 0.05 below the player's feet ensures a 1/16th height
 | 
			
		||||
	// nodebox is detected instead of the node below it.
 | 
			
		||||
	if (touching_ground)
 | 
			
		||||
		// BS * 0.05 below the player's feet ensures a 1/16th height
 | 
			
		||||
		// nodebox is detected instead of the node below it.
 | 
			
		||||
		return floatToInt(getPosition() - v3f(0, BS * 0.05f, 0), BS);
 | 
			
		||||
		return floatToInt(getPosition() - v3f(0.0f, BS * 0.05f, 0.0f), BS);
 | 
			
		||||
 | 
			
		||||
	// A larger distance below is necessary for a footstep sound
 | 
			
		||||
	// when landing after a jump or fall. BS * 0.5 ensures water
 | 
			
		||||
	// sounds when swimming in 1 node deep water.
 | 
			
		||||
	return floatToInt(getPosition() - v3f(0, BS * 0.5f, 0), BS);
 | 
			
		||||
	return floatToInt(getPosition() - v3f(0.0f, BS * 0.5f, 0.0f), BS);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
v3s16 LocalPlayer::getLightPosition() const
 | 
			
		||||
{
 | 
			
		||||
	return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
 | 
			
		||||
	return floatToInt(m_position + v3f(0.0f, BS * 1.5f, 0.0f), BS);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
v3f LocalPlayer::getEyeOffset() const
 | 
			
		||||
{
 | 
			
		||||
	float eye_height = camera_barely_in_ceiling ?
 | 
			
		||||
		m_eye_height - 0.125f : m_eye_height;
 | 
			
		||||
	return v3f(0, BS * eye_height, 0);
 | 
			
		||||
	float eye_height = camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height;
 | 
			
		||||
	return v3f(0.0f, BS * eye_height, 0.0f);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool LocalPlayer::isDead() const
 | 
			
		||||
{
 | 
			
		||||
	FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized");
 | 
			
		||||
	return !getCAO()->isImmortal() && hp == 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// 3D acceleration
 | 
			
		||||
void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
 | 
			
		||||
		const f32 max_increase_V, const bool use_pitch)
 | 
			
		||||
	const f32 max_increase_V, const bool use_pitch)
 | 
			
		||||
{
 | 
			
		||||
	const f32 yaw = getYaw();
 | 
			
		||||
	const f32 pitch = getPitch();
 | 
			
		||||
@@ -750,18 +725,18 @@ void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
 | 
			
		||||
		flat_speed.rotateYZBy(-pitch);
 | 
			
		||||
 | 
			
		||||
	v3f d_wanted = target_speed - flat_speed;
 | 
			
		||||
	v3f d = v3f(0,0,0);
 | 
			
		||||
	v3f d;
 | 
			
		||||
 | 
			
		||||
	// Then compare the horizontal and vertical components with the wanted speed
 | 
			
		||||
	if (max_increase_H > 0) {
 | 
			
		||||
		v3f d_wanted_H = d_wanted * v3f(1,0,1);
 | 
			
		||||
	if (max_increase_H > 0.0f) {
 | 
			
		||||
		v3f d_wanted_H = d_wanted * v3f(1.0f, 0.0f, 1.0f);
 | 
			
		||||
		if (d_wanted_H.getLength() > max_increase_H)
 | 
			
		||||
			d += d_wanted_H.normalize() * max_increase_H;
 | 
			
		||||
		else
 | 
			
		||||
			d += d_wanted_H;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (max_increase_V > 0) {
 | 
			
		||||
	if (max_increase_V > 0.0f) {
 | 
			
		||||
		f32 d_wanted_V = d_wanted.Y;
 | 
			
		||||
		if (d_wanted_V > max_increase_V)
 | 
			
		||||
			d.Y += max_increase_V;
 | 
			
		||||
@@ -781,7 +756,7 @@ void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
 | 
			
		||||
 | 
			
		||||
// Temporary option for old move code
 | 
			
		||||
void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
		std::vector<CollisionInfo> *collision_info)
 | 
			
		||||
	std::vector<CollisionInfo> *collision_info)
 | 
			
		||||
{
 | 
			
		||||
	Map *map = &env->getMap();
 | 
			
		||||
	const NodeDefManager *nodemgr = m_client->ndef();
 | 
			
		||||
@@ -792,7 +767,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
	if (isAttached) {
 | 
			
		||||
		setPosition(overridePosition);
 | 
			
		||||
		m_sneak_node_exists = false;
 | 
			
		||||
		added_velocity = v3f();
 | 
			
		||||
		added_velocity = v3f(0.0f);
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
@@ -806,12 +781,12 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
		position += m_speed * dtime;
 | 
			
		||||
		setPosition(position);
 | 
			
		||||
		m_sneak_node_exists = false;
 | 
			
		||||
		added_velocity = v3f();
 | 
			
		||||
		added_velocity = v3f(0.0f);
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_speed += added_velocity;
 | 
			
		||||
	added_velocity = v3f();
 | 
			
		||||
	added_velocity = v3f(0.0f);
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		Collision detection
 | 
			
		||||
@@ -825,7 +800,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
	*/
 | 
			
		||||
	if (in_liquid) {
 | 
			
		||||
		// If in liquid, the threshold of coming out is at higher y
 | 
			
		||||
		pp = floatToInt(position + v3f(0, BS * 0.1, 0), BS);
 | 
			
		||||
		pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
 | 
			
		||||
		node = map->getNode(pp, &is_valid_position);
 | 
			
		||||
		if (is_valid_position) {
 | 
			
		||||
			in_liquid = nodemgr->get(node.getContent()).isLiquid();
 | 
			
		||||
@@ -835,7 +810,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
		}
 | 
			
		||||
	} else {
 | 
			
		||||
		// If not in liquid, the threshold of going in is at lower y
 | 
			
		||||
		pp = floatToInt(position + v3f(0, BS * 0.5, 0), BS);
 | 
			
		||||
		pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
 | 
			
		||||
		node = map->getNode(pp, &is_valid_position);
 | 
			
		||||
		if (is_valid_position) {
 | 
			
		||||
			in_liquid = nodemgr->get(node.getContent()).isLiquid();
 | 
			
		||||
@@ -848,7 +823,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
	/*
 | 
			
		||||
		Check if player is in liquid (the stable value)
 | 
			
		||||
	*/
 | 
			
		||||
	pp = floatToInt(position + v3f(0, 0, 0), BS);
 | 
			
		||||
	pp = floatToInt(position + v3f(0.0f), BS);
 | 
			
		||||
	node = map->getNode(pp, &is_valid_position);
 | 
			
		||||
	if (is_valid_position)
 | 
			
		||||
		in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
 | 
			
		||||
@@ -858,8 +833,8 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
	/*
 | 
			
		||||
		Check if player is climbing
 | 
			
		||||
	*/
 | 
			
		||||
	pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS);
 | 
			
		||||
	v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS);
 | 
			
		||||
	pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
 | 
			
		||||
	v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
 | 
			
		||||
	node = map->getNode(pp, &is_valid_position);
 | 
			
		||||
	bool is_valid_position2;
 | 
			
		||||
	MapNode node2 = map->getNode(pp2, &is_valid_position2);
 | 
			
		||||
@@ -868,7 +843,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
		is_climbing = false;
 | 
			
		||||
	else
 | 
			
		||||
		is_climbing = (nodemgr->get(node.getContent()).climbable ||
 | 
			
		||||
				nodemgr->get(node2.getContent()).climbable) && !free_move;
 | 
			
		||||
			nodemgr->get(node2.getContent()).climbable) && !free_move;
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		Collision uncertainty radius
 | 
			
		||||
@@ -876,11 +851,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
	*/
 | 
			
		||||
	//f32 d = pos_max_d * 1.1;
 | 
			
		||||
	// A fairly large value in here makes moving smoother
 | 
			
		||||
	f32 d = 0.15 * BS;
 | 
			
		||||
	f32 d = 0.15f * BS;
 | 
			
		||||
	// This should always apply, otherwise there are glitches
 | 
			
		||||
	sanity_check(d > pos_max_d);
 | 
			
		||||
	// Maximum distance over border for sneaking
 | 
			
		||||
	f32 sneak_max = BS * 0.4;
 | 
			
		||||
	f32 sneak_max = BS * 0.4f;
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		If sneaking, keep in range from the last walked node and don't
 | 
			
		||||
@@ -889,14 +864,14 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
	if (control.sneak && m_sneak_node_exists &&
 | 
			
		||||
			!(fly_allowed && player_settings.free_move) && !in_liquid &&
 | 
			
		||||
			physics_override_sneak) {
 | 
			
		||||
		f32 maxd = 0.5 * BS + sneak_max;
 | 
			
		||||
		f32 maxd = 0.5f * BS + sneak_max;
 | 
			
		||||
		v3f lwn_f = intToFloat(m_sneak_node, BS);
 | 
			
		||||
		position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
 | 
			
		||||
		position.Z = rangelim(position.Z, lwn_f.Z - maxd, lwn_f.Z + maxd);
 | 
			
		||||
 | 
			
		||||
		if (!is_climbing) {
 | 
			
		||||
			// Move up if necessary
 | 
			
		||||
			f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax;
 | 
			
		||||
			f32 new_y = (lwn_f.Y - 0.5f * BS) + m_sneak_node_bb_ymax;
 | 
			
		||||
			if (position.Y < new_y)
 | 
			
		||||
				position.Y = new_y;
 | 
			
		||||
			/*
 | 
			
		||||
@@ -904,15 +879,15 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
				sneaking over the edges of current sneaking_node.
 | 
			
		||||
				TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
 | 
			
		||||
			*/
 | 
			
		||||
			if (m_speed.Y < 0)
 | 
			
		||||
				m_speed.Y = 0;
 | 
			
		||||
			if (m_speed.Y < 0.0f)
 | 
			
		||||
				m_speed.Y = 0.0f;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// this shouldn't be hardcoded but transmitted from server
 | 
			
		||||
	float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
 | 
			
		||||
	// TODO: This shouldn't be hardcoded but decided by the server
 | 
			
		||||
	float player_stepheight = touching_ground ? (BS * 0.6f) : (BS * 0.2f);
 | 
			
		||||
 | 
			
		||||
	v3f accel_f = v3f(0, 0, 0);
 | 
			
		||||
	v3f accel_f;
 | 
			
		||||
	const v3f initial_position = position;
 | 
			
		||||
	const v3f initial_speed = m_speed;
 | 
			
		||||
 | 
			
		||||
@@ -922,7 +897,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
 | 
			
		||||
	// Positition was slightly changed; update standing node pos
 | 
			
		||||
	if (touching_ground)
 | 
			
		||||
		m_standing_node = floatToInt(m_position - v3f(0, 0.1f * BS, 0), BS);
 | 
			
		||||
		m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS);
 | 
			
		||||
	else
 | 
			
		||||
		m_standing_node = floatToInt(m_position, BS);
 | 
			
		||||
 | 
			
		||||
@@ -942,10 +917,10 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
		player is sneaking from, if any. If the node from under
 | 
			
		||||
		the player has been removed, the player falls.
 | 
			
		||||
	*/
 | 
			
		||||
	f32 position_y_mod = 0.05 * BS;
 | 
			
		||||
	if (m_sneak_node_bb_ymax > 0)
 | 
			
		||||
	f32 position_y_mod = 0.05f * BS;
 | 
			
		||||
	if (m_sneak_node_bb_ymax > 0.0f)
 | 
			
		||||
		position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
 | 
			
		||||
	v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
 | 
			
		||||
	v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
 | 
			
		||||
	if (m_sneak_node_exists &&
 | 
			
		||||
			nodemgr->get(map->getNode(m_old_node_below)).name == "air" &&
 | 
			
		||||
			m_old_node_below_type != "air") {
 | 
			
		||||
@@ -960,10 +935,10 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (m_need_to_get_new_sneak_node && physics_override_sneak) {
 | 
			
		||||
		m_sneak_node_bb_ymax = 0;
 | 
			
		||||
		v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS);
 | 
			
		||||
		m_sneak_node_bb_ymax = 0.0f;
 | 
			
		||||
		v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
 | 
			
		||||
		v2f player_p2df(position.X, position.Z);
 | 
			
		||||
		f32 min_distance_f = 100000.0 * BS;
 | 
			
		||||
		f32 min_distance_f = 100000.0f * BS;
 | 
			
		||||
		// If already seeking from some node, compare to it.
 | 
			
		||||
		v3s16 new_sneak_node = m_sneak_node;
 | 
			
		||||
		for (s16 x= -1; x <= 1; x++)
 | 
			
		||||
@@ -973,11 +948,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
			v2f node_p2df(pf.X, pf.Z);
 | 
			
		||||
			f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
 | 
			
		||||
			f32 max_axis_distance_f = MYMAX(
 | 
			
		||||
					std::fabs(player_p2df.X - node_p2df.X),
 | 
			
		||||
					std::fabs(player_p2df.Y - node_p2df.Y));
 | 
			
		||||
				std::fabs(player_p2df.X - node_p2df.X),
 | 
			
		||||
				std::fabs(player_p2df.Y - node_p2df.Y));
 | 
			
		||||
 | 
			
		||||
			if (distance_f > min_distance_f ||
 | 
			
		||||
					max_axis_distance_f > 0.5 * BS + sneak_max + 0.1 * BS)
 | 
			
		||||
					max_axis_distance_f > 0.5f * BS + sneak_max + 0.1f * BS)
 | 
			
		||||
				continue;
 | 
			
		||||
 | 
			
		||||
			// The node to be sneaked on has to be walkable
 | 
			
		||||
@@ -990,7 +965,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
				continue;
 | 
			
		||||
			// If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
 | 
			
		||||
			if (!physics_override_sneak_glitch) {
 | 
			
		||||
				node =map->getNode(p + v3s16(0, 2, 0), &is_valid_position);
 | 
			
		||||
				node = map->getNode(p + v3s16(0, 2, 0), &is_valid_position);
 | 
			
		||||
				if (!is_valid_position || nodemgr->get(node).walkable)
 | 
			
		||||
					continue;
 | 
			
		||||
			}
 | 
			
		||||
@@ -999,13 +974,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
			new_sneak_node = p;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9);
 | 
			
		||||
		bool sneak_node_found = (min_distance_f < 100000.0f * BS * 0.9f);
 | 
			
		||||
 | 
			
		||||
		m_sneak_node = new_sneak_node;
 | 
			
		||||
		m_sneak_node_exists = sneak_node_found;
 | 
			
		||||
 | 
			
		||||
		if (sneak_node_found) {
 | 
			
		||||
			f32 cb_max = 0;
 | 
			
		||||
			f32 cb_max = 0.0f;
 | 
			
		||||
			MapNode n = map->getNode(m_sneak_node);
 | 
			
		||||
			std::vector<aabb3f> nodeboxes;
 | 
			
		||||
			n.getCollisionBoxes(nodemgr, &nodeboxes);
 | 
			
		||||
@@ -1034,7 +1009,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
	/*
 | 
			
		||||
		Report collisions
 | 
			
		||||
	*/
 | 
			
		||||
	// Dont report if flying
 | 
			
		||||
	// Don't report if flying
 | 
			
		||||
	if (collision_info && !(player_settings.free_move && fly_allowed)) {
 | 
			
		||||
		for (const auto &info : result.collisions) {
 | 
			
		||||
			collision_info->push_back(info);
 | 
			
		||||
@@ -1044,7 +1019,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
	if (!result.standing_on_object && !touching_ground_was && touching_ground) {
 | 
			
		||||
		m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
 | 
			
		||||
		// Set camera impact value to be used for view bobbing
 | 
			
		||||
		camera_impact = getSpeed().Y * -1;
 | 
			
		||||
		camera_impact = getSpeed().Y * -1.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	{
 | 
			
		||||
@@ -1060,14 +1035,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
	/*
 | 
			
		||||
		Update the node last under the player
 | 
			
		||||
	*/
 | 
			
		||||
	m_old_node_below = floatToInt(position - v3f(0, BS / 2, 0), BS);
 | 
			
		||||
	m_old_node_below = floatToInt(position - v3f(0.0f, BS / 2.0f, 0.0f), BS);
 | 
			
		||||
	m_old_node_below_type = nodemgr->get(map->getNode(m_old_node_below)).name;
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		Check properties of the node on which the player is standing
 | 
			
		||||
	*/
 | 
			
		||||
	const ContentFeatures &f = nodemgr->get(map->getNode(
 | 
			
		||||
		getStandingNodePos()));
 | 
			
		||||
	const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
 | 
			
		||||
 | 
			
		||||
	// Determine if jumping is possible
 | 
			
		||||
	m_disable_jump = itemgroup_get(f.groups, "disable_jump");
 | 
			
		||||
@@ -1075,11 +1049,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
 | 
			
		||||
	// Jump key pressed while jumping off from a bouncy block
 | 
			
		||||
	if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
 | 
			
		||||
			m_speed.Y >= -0.5 * BS) {
 | 
			
		||||
			m_speed.Y >= -0.5f * BS) {
 | 
			
		||||
		float jumpspeed = movement_speed_jump * physics_override_jump;
 | 
			
		||||
		if (m_speed.Y > 1) {
 | 
			
		||||
		if (m_speed.Y > 1.0f) {
 | 
			
		||||
			// Reduce boost when speed already is high
 | 
			
		||||
			m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
 | 
			
		||||
			m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
 | 
			
		||||
		} else {
 | 
			
		||||
			m_speed.Y += jumpspeed;
 | 
			
		||||
		}
 | 
			
		||||
@@ -1096,24 +1070,23 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
 | 
			
		||||
	// Slip on slippery nodes
 | 
			
		||||
	const NodeDefManager *nodemgr = env->getGameDef()->ndef();
 | 
			
		||||
	Map *map = &env->getMap();
 | 
			
		||||
	const ContentFeatures &f = nodemgr->get(map->getNode(
 | 
			
		||||
			getStandingNodePos()));
 | 
			
		||||
	const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
 | 
			
		||||
	int slippery = 0;
 | 
			
		||||
	if (f.walkable)
 | 
			
		||||
		slippery = itemgroup_get(f.groups, "slippery");
 | 
			
		||||
 | 
			
		||||
	if (slippery >= 1) {
 | 
			
		||||
		if (speedH == v3f(0.0f)) {
 | 
			
		||||
			slippery = slippery * 2;
 | 
			
		||||
		}
 | 
			
		||||
		if (speedH == v3f(0.0f))
 | 
			
		||||
			slippery *= 2;
 | 
			
		||||
 | 
			
		||||
		return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
 | 
			
		||||
	}
 | 
			
		||||
	return 1.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
 | 
			
		||||
		const collisionMoveResult &result, const v3f &initial_position,
 | 
			
		||||
		const v3f &initial_speed, f32 pos_max_d)
 | 
			
		||||
	const collisionMoveResult &result, const v3f &initial_position,
 | 
			
		||||
	const v3f &initial_speed, f32 pos_max_d)
 | 
			
		||||
{
 | 
			
		||||
	PlayerSettings &player_settings = getPlayerSettings();
 | 
			
		||||
	if (!player_settings.autojump)
 | 
			
		||||
@@ -1123,10 +1096,12 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	bool control_forward = control.up ||
 | 
			
		||||
			(!control.up && !control.down &&
 | 
			
		||||
			control.forw_move_joystick_axis < -0.05);
 | 
			
		||||
		(!control.up && !control.down &&
 | 
			
		||||
		control.forw_move_joystick_axis < -0.05f);
 | 
			
		||||
 | 
			
		||||
	bool could_autojump =
 | 
			
		||||
			m_can_jump && !control.jump && !control.sneak && control_forward;
 | 
			
		||||
		m_can_jump && !control.jump && !control.sneak && control_forward;
 | 
			
		||||
 | 
			
		||||
	if (!could_autojump)
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
@@ -1150,8 +1125,8 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
 | 
			
		||||
	v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0);
 | 
			
		||||
	const NodeDefManager *ndef = env->getGameDef()->ndef();
 | 
			
		||||
	bool is_position_valid;
 | 
			
		||||
	for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; z++) {
 | 
			
		||||
		for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; x++) {
 | 
			
		||||
	for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; ++z) {
 | 
			
		||||
		for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; ++x) {
 | 
			
		||||
			MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid);
 | 
			
		||||
 | 
			
		||||
			if (!is_position_valid)
 | 
			
		||||
@@ -1170,8 +1145,7 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
 | 
			
		||||
 | 
			
		||||
	// try at peak of jump, zero step height
 | 
			
		||||
	collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
 | 
			
		||||
			m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed,
 | 
			
		||||
			v3f(0, 0, 0));
 | 
			
		||||
		m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f));
 | 
			
		||||
 | 
			
		||||
	// see if we can get a little bit farther horizontally if we had
 | 
			
		||||
	// jumped
 | 
			
		||||
 
 | 
			
		||||
@@ -158,13 +158,13 @@ public:
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
	void accelerate(const v3f &target_speed, const f32 max_increase_H,
 | 
			
		||||
			const f32 max_increase_V, const bool use_pitch);
 | 
			
		||||
		const f32 max_increase_V, const bool use_pitch);
 | 
			
		||||
	bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
 | 
			
		||||
	float getSlipFactor(Environment *env, const v3f &speedH);
 | 
			
		||||
	void handleAutojump(f32 dtime, Environment *env,
 | 
			
		||||
			const collisionMoveResult &result,
 | 
			
		||||
			const v3f &position_before_move, const v3f &speed_before_move,
 | 
			
		||||
			f32 pos_max_d);
 | 
			
		||||
		const collisionMoveResult &result,
 | 
			
		||||
		const v3f &position_before_move, const v3f &speed_before_move,
 | 
			
		||||
		f32 pos_max_d);
 | 
			
		||||
 | 
			
		||||
	v3f m_position;
 | 
			
		||||
	v3s16 m_standing_node;
 | 
			
		||||
@@ -196,12 +196,14 @@ private:
 | 
			
		||||
	f32 m_pitch = 0.0f;
 | 
			
		||||
	bool camera_barely_in_ceiling = false;
 | 
			
		||||
	aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
 | 
			
		||||
			BS * 1.75f, BS * 0.30f);
 | 
			
		||||
		BS * 1.75f, BS * 0.30f);
 | 
			
		||||
	float m_eye_height = 1.625f;
 | 
			
		||||
	float m_zoom_fov = 0.0f;
 | 
			
		||||
	bool m_autojump = false;
 | 
			
		||||
	float m_autojump_time = 0.0f;
 | 
			
		||||
	v3f added_velocity = v3f(0.0f, 0.0f, 0.0f); // cleared on each move()
 | 
			
		||||
 | 
			
		||||
	v3f added_velocity = v3f(0.0f); // cleared on each move()
 | 
			
		||||
	// TODO: Rename to adhere to convention: added_velocity --> m_added_velocity
 | 
			
		||||
 | 
			
		||||
	GenericCAO *m_cao = nullptr;
 | 
			
		||||
	Client *m_client;
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user