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Fixed issue #3087, sneak glitch.
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@ -176,6 +176,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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// Maximum distance over border for sneaking
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// Maximum distance over border for sneaking
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f32 sneak_max = BS*0.4;
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f32 sneak_max = BS*0.4;
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// If not touching_ground then we cannot let player sneak
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if (!touching_ground)
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{
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control.sneak = false;
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}
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/*
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/*
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If sneaking, keep in range from the last walked node and don't
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If sneaking, keep in range from the last walked node and don't
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fall off from it
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fall off from it
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