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Sneak: Replicate sneak ladder in new code, is optional
Enabled using the existing 'sneak_glitch' physics override.
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2 changed files with 89 additions and 21 deletions
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@ -135,15 +135,18 @@ private:
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void accelerateVertical(const v3f &target_speed, const f32 max_increase);
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v3f m_position;
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// This is used for determining the sneaking range
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v3s16 m_sneak_node;
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// Stores the top bounding box of m_sneak_node
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aabb3f m_sneak_node_bb_top;
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// Whether the player is allowed to sneak
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bool m_sneak_node_exists;
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// Whether recalculation of the sneak node is needed
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// Whether recalculation of m_sneak_node and its top bbox is needed
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bool m_need_to_get_new_sneak_node;
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// Stores the top bounding box of m_sneak_node and is updated
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// when m_need_to_get_new_sneak_node == true
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aabb3f m_sneak_node_bb_top;
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// Whether a "sneak ladder" structure is detected at the players pos
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// see detectSneakLadder() in the .cpp for more info (always false if disabled)
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bool m_sneak_ladder_detected;
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// Node below player, used to determine whether it has been removed,
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// and its old type
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v3s16 m_old_node_below;
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