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	Ladders implemented!
This commit is contained in:
		
				
					committed by
					
						
						Giuseppe Bilotta
					
				
			
			
				
	
			
			
			
						parent
						
							bc2819cab2
						
					
				
				
					commit
					1c59cff832
				
			@@ -314,6 +314,7 @@ void content_mapnode_init()
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	f->solidness = 0;
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	f->air_equivalent = true;
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	f->walkable = false;
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	f->climbable = true;
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	setWoodLikeDiggingProperties(f->digging_properties, 0.5);
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	// Deprecated
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@@ -128,6 +128,8 @@ struct ContentFeatures
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	bool pointable;
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	// Player can dig these
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	bool diggable;
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        // Player can climb these
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        bool climbable;
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	// Player can build on these
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	bool buildable_to;
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	// Whether the node has no liquid, source liquid or flowing liquid
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@@ -171,6 +173,7 @@ struct ContentFeatures
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		walkable = true;
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		pointable = true;
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		diggable = true;
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		climbable = false;
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		buildable_to = false;
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		liquid_type = LIQUID_NONE;
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		wall_mounted = false;
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@@ -375,6 +375,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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		in_water_stable = false;
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	}
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	/*
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	        Check if player is climbing
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	*/
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	try {
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	        v3s16 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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		is_climbing = (content_features(map.getNode(pp).d).climbable ||
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			       content_features(map.getNode(pp2).d).climbable);
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	}
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	catch(InvalidPositionException &e)
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	{
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	        is_climbing = false;
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	}
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	/*
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		Collision uncertainty radius
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		Make it a bit larger than the maximum distance of movement
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@@ -461,7 +476,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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		Player is allowed to jump when this is true.
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	*/
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	touching_ground = false;
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	/*std::cout<<"Checking collisions for ("
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			<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
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			<<") -> ("
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@@ -814,6 +829,19 @@ void LocalPlayer::applyControl(float dtime)
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		}
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	}
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	if (is_climbing) {
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	        if (control.up || control.left || control.right || control.down) {
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		        v3f speed = getSpeed();
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			speed.Y = 2*BS;
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			setSpeed(speed);
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		}
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		else {
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		        v3f speed = getSpeed();
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			speed.Y = -2*BS;
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			setSpeed(speed);
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		}
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	}
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	// The speed of the player (Y is ignored)
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	if(superspeed)
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		speed = speed.normalize() * walkspeed_max * 5.0;
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@@ -118,6 +118,7 @@ public:
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	bool in_water;
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	// This is more stable and defines the maximum speed of the player
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	bool in_water_stable;
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	bool is_climbing;
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	bool swimming_up;
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	Inventory inventory;
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