mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-15 13:55:11 -05:00
Fix the bouncy node related stuff a bit
This commit is contained in:
parent
3b43c69df4
commit
c129b3852b
@ -2033,10 +2033,18 @@ void ClientEnvironment::step(float dtime)
|
||||
i = player_collisions.begin();
|
||||
i != player_collisions.end(); i++)
|
||||
{
|
||||
CollisionInfo &info = *i;
|
||||
v3f speed_diff = info.new_speed - info.old_speed;;
|
||||
// Handle only fall damage
|
||||
// (because otherwise walking against something in fast_move kills you)
|
||||
if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
|
||||
continue;
|
||||
// Get rid of other components
|
||||
speed_diff.X = 0;
|
||||
speed_diff.Z = 0;
|
||||
f32 pre_factor = 1; // 1 hp per node/s
|
||||
f32 tolerance = BS*14; // 5 without damage
|
||||
f32 post_factor = 1; // 1 hp per node/s
|
||||
CollisionInfo &info = *i;
|
||||
if(info.type == COLLISION_NODE)
|
||||
{
|
||||
const ContentFeatures &f = m_gamedef->ndef()->
|
||||
@ -2045,8 +2053,7 @@ void ClientEnvironment::step(float dtime)
|
||||
int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
|
||||
pre_factor = 1.0 + (float)addp/100.0;
|
||||
}
|
||||
float speed = (info.new_speed - info.old_speed).getLength();
|
||||
speed *= pre_factor;
|
||||
float speed = pre_factor * speed_diff.getLength();
|
||||
if(speed > tolerance)
|
||||
{
|
||||
f32 damage_f = (speed - tolerance)/BS * post_factor;
|
||||
|
@ -486,9 +486,8 @@ void LocalPlayer::applyControl(float dtime)
|
||||
v3f speed = getSpeed();
|
||||
if(speed.Y >= -0.5*BS)
|
||||
{
|
||||
speed.Y += 6.5*BS;
|
||||
speed.Y = 6.5*BS;
|
||||
setSpeed(speed);
|
||||
m_can_jump = false;
|
||||
|
||||
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
|
||||
m_gamedef->event()->put(e);
|
||||
|
Loading…
Reference in New Issue
Block a user