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	| @@ -48,9 +48,10 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name): | ||||
| 	light_color(255,255,255,255), | ||||
| 	m_sneak_node(32767,32767,32767), | ||||
| 	m_sneak_node_exists(false), | ||||
| 	m_need_to_get_new_sneak_node(true), | ||||
| 	m_sneak_node_bb_ymax(0), | ||||
| 	m_old_node_below(32767,32767,32767), | ||||
| 	m_old_node_below_type("air"), | ||||
| 	m_need_to_get_new_sneak_node(true), | ||||
| 	m_can_jump(false), | ||||
| 	m_cao(NULL) | ||||
| { | ||||
| @@ -179,25 +180,26 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, | ||||
| 		If sneaking, keep in range from the last walked node and don't | ||||
| 		fall off from it | ||||
| 	*/ | ||||
| 	if(control.sneak && m_sneak_node_exists && | ||||
| 	if (control.sneak && m_sneak_node_exists && | ||||
| 			!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid && | ||||
| 			physics_override_sneak) | ||||
| 	{ | ||||
| 		f32 maxd = 0.5*BS + sneak_max; | ||||
| 			physics_override_sneak) { | ||||
| 		f32 maxd = 0.5 * 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) | ||||
| 		{ | ||||
| 			f32 min_y = lwn_f.Y + 0.5*BS; | ||||
| 			if(position.Y < min_y) | ||||
| 			{ | ||||
| 				position.Y = min_y; | ||||
| 
 | ||||
| 				if(m_speed.Y < 0) | ||||
| 					m_speed.Y = 0; | ||||
| 			} | ||||
| 		if (!is_climbing) { | ||||
| 			// Move up if necessary
 | ||||
| 			f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax; | ||||
| 			if (position.Y < new_y) | ||||
| 				position.Y = new_y; | ||||
| 			/*
 | ||||
| 				Collision seems broken, since player is sinking when | ||||
| 				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; | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| @@ -230,27 +232,28 @@ void LocalPlayer::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. | ||||
| 	*/ | ||||
| 	v3s16 current_node = floatToInt(position - v3f(0, 0.05 * BS, 0), BS); | ||||
| 	if(m_sneak_node_exists && | ||||
| 	   nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" && | ||||
| 	   m_old_node_below_type != "air") | ||||
| 	{ | ||||
| 	f32 position_y_mod = 0.05 * BS; | ||||
| 	if (m_sneak_node_bb_ymax > 0) | ||||
| 		position_y_mod = m_sneak_node_bb_ymax - position_y_mod; | ||||
| 	v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS); | ||||
| 	if (m_sneak_node_exists && | ||||
| 			nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" && | ||||
| 			m_old_node_below_type != "air") { | ||||
| 		// Old node appears to have been removed; that is,
 | ||||
| 		// it wasn't air before but now it is
 | ||||
| 		m_need_to_get_new_sneak_node = false; | ||||
| 		m_sneak_node_exists = false; | ||||
| 	} | ||||
| 	else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air") | ||||
| 	{ | ||||
| 	} else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") { | ||||
| 		// We are on something, so make sure to recalculate the sneak
 | ||||
| 		// node.
 | ||||
| 		m_need_to_get_new_sneak_node = true; | ||||
| 	} | ||||
| 	if(m_need_to_get_new_sneak_node && physics_override_sneak) | ||||
| 	{ | ||||
| 		v3s16 pos_i_bottom = floatToInt(position - v3f(0, 0.05 * BS ,0), BS); | ||||
| 
 | ||||
| 	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); | ||||
| 		v2f player_p2df(position.X, position.Z); | ||||
| 		f32 min_distance_f = 100000.0*BS; | ||||
| 		f32 min_distance_f = 100000.0 * BS; | ||||
| 		// If already seeking from some node, compare to it.
 | ||||
| 		/*if(m_sneak_node_exists)
 | ||||
| 		{ | ||||
| @@ -298,11 +301,24 @@ void LocalPlayer::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 < 100000.0 * BS * 0.9); | ||||
| 
 | ||||
| 		m_sneak_node = new_sneak_node; | ||||
| 		m_sneak_node_exists = sneak_node_found; | ||||
| 
 | ||||
| 		if (sneak_node_found) { | ||||
| 			f32 cb_max = 0; | ||||
| 			MapNode n = map->getNodeNoEx(m_sneak_node); | ||||
| 			std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(nodemgr); | ||||
| 			for (std::vector<aabb3f>::iterator it = nodeboxes.begin(); | ||||
| 					it != nodeboxes.end(); ++it) { | ||||
| 				aabb3f box = *it; | ||||
| 				if (box.MaxEdge.Y > cb_max) | ||||
| 					cb_max = box.MaxEdge.Y; | ||||
| 			} | ||||
| 			m_sneak_node_bb_ymax = cb_max; | ||||
| 		} | ||||
| 
 | ||||
| 		/*
 | ||||
| 			If sneaking, the player's collision box can be in air, so | ||||
| 			this has to be set explicitly | ||||
|   | ||||
| @@ -85,12 +85,15 @@ private: | ||||
| 	v3s16 m_sneak_node; | ||||
| 	// Whether the player is allowed to sneak
 | ||||
| 	bool m_sneak_node_exists; | ||||
| 	// Whether recalculation of the sneak node is needed
 | ||||
| 	bool m_need_to_get_new_sneak_node; | ||||
| 	// Stores the max player uplift by m_sneak_node and is updated
 | ||||
| 	// when m_need_to_get_new_sneak_node == true
 | ||||
| 	f32 m_sneak_node_bb_ymax; | ||||
| 	// Node below player, used to determine whether it has been removed,
 | ||||
| 	// and its old type
 | ||||
| 	v3s16 m_old_node_below; | ||||
| 	std::string m_old_node_below_type; | ||||
| 	// Whether recalculation of the sneak node is needed
 | ||||
| 	bool m_need_to_get_new_sneak_node; | ||||
| 	bool m_can_jump; | ||||
| 
 | ||||
| 	GenericCAO* m_cao; | ||||
|   | ||||
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