mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-23 16:08:51 -05:00
sneaking bug fixing
This commit is contained in:
parent
607f548712
commit
d34c19f553
@ -337,7 +337,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
|
|||||||
Make it a bit larger than the maximum distance of movement
|
Make it a bit larger than the maximum distance of movement
|
||||||
*/
|
*/
|
||||||
//f32 d = pos_max_d * 1.1;
|
//f32 d = pos_max_d * 1.1;
|
||||||
// A fairly large value in here makes moving much smoother
|
// A fairly large value in here makes moving smoother
|
||||||
f32 d = 0.15*BS;
|
f32 d = 0.15*BS;
|
||||||
|
|
||||||
// This should always apply, otherwise there are glitches
|
// This should always apply, otherwise there are glitches
|
||||||
@ -418,10 +418,10 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
|
|||||||
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
|
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
|
||||||
{
|
{
|
||||||
try{
|
try{
|
||||||
if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
|
// Player collides into walkable nodes
|
||||||
|
if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
catch(InvalidPositionException &e)
|
catch(InvalidPositionException &e)
|
||||||
{
|
{
|
||||||
// Doing nothing here will block the player from
|
// Doing nothing here will block the player from
|
||||||
@ -533,24 +533,24 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
|
|||||||
} // xyz
|
} // xyz
|
||||||
|
|
||||||
/*
|
/*
|
||||||
//Check the neighbors of m_sneak_node that are closer to
|
Check the nodes under the player to see from which node the
|
||||||
//the player. If walkable, set m_sneak_node to such.
|
player is sneaking from, if any.
|
||||||
Check the nodes under the player to see if the player can
|
|
||||||
sneak.
|
|
||||||
*/
|
*/
|
||||||
{
|
{
|
||||||
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
|
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
|
||||||
v2f player_p2df(position.X, position.Z);
|
v2f player_p2df(position.X, position.Z);
|
||||||
f32 min_distance_f = 100000.0*BS;
|
f32 min_distance_f = 100000.0*BS;
|
||||||
if(m_sneak_node_exists)
|
// If already seeking from some node, compare to it.
|
||||||
|
/*if(m_sneak_node_exists)
|
||||||
{
|
{
|
||||||
v3f sneaknode_pf = intToFloat(m_sneak_node);
|
v3f sneaknode_pf = intToFloat(m_sneak_node);
|
||||||
v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
|
v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
|
||||||
f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
|
f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
|
||||||
f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
|
f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
|
||||||
|
// Ignore if player is not on the same level (likely dropped)
|
||||||
if(d_vert_f < 0.15*BS)
|
if(d_vert_f < 0.15*BS)
|
||||||
min_distance_f = d_horiz_f;
|
min_distance_f = d_horiz_f;
|
||||||
}
|
}*/
|
||||||
v3s16 new_sneak_node = m_sneak_node;
|
v3s16 new_sneak_node = m_sneak_node;
|
||||||
for(s16 x=-1; x<=1; x++)
|
for(s16 x=-1; x<=1; x++)
|
||||||
for(s16 z=-1; z<=1; z++)
|
for(s16 z=-1; z<=1; z++)
|
||||||
@ -564,12 +564,16 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
|
|||||||
fabs(player_p2df.Y-node_p2df.Y));
|
fabs(player_p2df.Y-node_p2df.Y));
|
||||||
|
|
||||||
if(distance_f > min_distance_f ||
|
if(distance_f > min_distance_f ||
|
||||||
max_axis_distance_f > sneak_max+0.1*BS)
|
max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
try{
|
try{
|
||||||
|
// The node to be sneaked on has to be walkable
|
||||||
if(content_walkable(map.getNode(p).d) == false)
|
if(content_walkable(map.getNode(p).d) == false)
|
||||||
continue;
|
continue;
|
||||||
|
// And the node above it has to be nonwalkable
|
||||||
|
if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
|
||||||
|
continue;
|
||||||
}
|
}
|
||||||
catch(InvalidPositionException &e)
|
catch(InvalidPositionException &e)
|
||||||
{
|
{
|
||||||
@ -580,18 +584,26 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
|
|||||||
new_sneak_node = p;
|
new_sneak_node = p;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
|
||||||
|
|
||||||
|
if(control.sneak && m_sneak_node_exists)
|
||||||
|
{
|
||||||
|
if(sneak_node_found)
|
||||||
m_sneak_node = new_sneak_node;
|
m_sneak_node = new_sneak_node;
|
||||||
m_sneak_node_exists = (min_distance_f < 100000.0*BS*0.9);
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_sneak_node = new_sneak_node;
|
||||||
|
m_sneak_node_exists = sneak_node_found;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
If sneaking, the player's collision box can be in air, so
|
If sneaking, the player's collision box can be in air, so
|
||||||
this has to be set explicitly
|
this has to be set explicitly
|
||||||
NOTE: Not allowed, because jumping in the situation can drop
|
|
||||||
the player
|
|
||||||
*/
|
*/
|
||||||
/*if(m_sneak_node_exists)
|
if(sneak_node_found && control.sneak)
|
||||||
touching_ground = true;*/
|
touching_ground = true;
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Set new position
|
Set new position
|
||||||
|
Loading…
Reference in New Issue
Block a user