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Fix player-to-object attachment teleport bug (#10008)
Fixes two bugs: * The camera offset was not applied to an object while detaching, briefly placing the irrlicht matrixnode in world space. * When attaching, the matrixnode's absolute position was evaluated without evaluating the parent first, resulting in zeroed positions.
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1 changed files with 7 additions and 4 deletions
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@ -1454,15 +1454,17 @@ void GenericCAO::updateAttachments()
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if (!parent) { // Detach or don't attach
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if (m_matrixnode) {
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v3s16 camera_offset = m_env->getCameraOffset();
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v3f old_pos = getPosition();
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m_matrixnode->setParent(m_smgr->getRootSceneNode());
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getPosRotMatrix().setTranslation(old_pos);
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getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
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m_matrixnode->updateAbsolutePosition();
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}
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}
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else // Attach
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{
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parent->updateAttachments();
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scene::ISceneNode *parent_node = parent->getSceneNode();
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scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
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parent->getAnimatedMeshSceneNode();
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@ -1472,6 +1474,7 @@ void GenericCAO::updateAttachments()
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if (m_matrixnode && parent_node) {
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m_matrixnode->setParent(parent_node);
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parent_node->updateAbsolutePosition();
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getPosRotMatrix().setTranslation(m_attachment_position);
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//setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
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// use Irrlicht eulers instead
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