mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
added sneaking/crouching and changelog
This commit is contained in:
parent
0947c4cc48
commit
14fafc7217
8 changed files with 318 additions and 113 deletions
360
src/player.cpp
360
src/player.cpp
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@ -235,7 +235,7 @@ void RemotePlayer::updateName(const char *name)
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}
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}
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void RemotePlayer::move(f32 dtime, Map &map)
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void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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{
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m_pos_animation_time_counter += dtime;
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m_pos_animation_counter += dtime;
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@ -259,7 +259,8 @@ void RemotePlayer::move(f32 dtime, Map &map)
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LocalPlayer
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*/
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LocalPlayer::LocalPlayer()
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LocalPlayer::LocalPlayer():
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m_last_walked_node(32767,32767,32767)
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{
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}
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@ -267,7 +268,7 @@ LocalPlayer::~LocalPlayer()
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{
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}
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void LocalPlayer::move(f32 dtime, Map &map)
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void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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{
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v3f position = getPosition();
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v3f oldpos = position;
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@ -276,13 +277,14 @@ void LocalPlayer::move(f32 dtime, Map &map)
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/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
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<<oldpos_i.Z<<")"<<std::endl;*/
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/*
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Calculate new position
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*/
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position += m_speed * dtime;
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// Skip collision detection if a special movement mode is used
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bool free_move = g_settings.getBool("free_move");
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// Skip collision detection if player is non-local or
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// a special movement mode is used
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if(isLocal() == false || free_move)
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if(free_move)
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{
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setPosition(position);
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return;
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@ -291,21 +293,24 @@ void LocalPlayer::move(f32 dtime, Map &map)
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/*
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Collision detection
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*/
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// Player position in nodes
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v3s16 pos_i = floatToInt(position);
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/*
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Check if player is in water (the oscillating value)
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*/
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try{
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// If in water, the threshold of coming out is at higher y
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if(in_water)
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{
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v3s16 pp = floatToInt(position + v3f(0,0,0));
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v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0));
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in_water = content_liquid(map.getNode(pp).d);
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}
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// If not in water, the threshold of going in is at lower y
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else
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{
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v3s16 pp = floatToInt(position + v3f(0,BS/2,0));
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v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0));
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in_water = content_liquid(map.getNode(pp).d);
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}
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}
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@ -326,31 +331,76 @@ void LocalPlayer::move(f32 dtime, Map &map)
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in_water_stable = false;
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}
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// The frame length is limited to the player going 0.1*BS per call
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f32 d = (float)BS * 0.15;
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/*
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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*/
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//f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving much smoother
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f32 d = 0.15*BS;
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#define PLAYER_RADIUS (BS*0.3)
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#define PLAYER_HEIGHT (BS*1.7)
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// This should always apply, otherwise there are glitches
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assert(d > pos_max_d);
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float player_radius = BS*0.35;
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float player_height = BS*1.7;
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// Maximum distance over border for sneaking
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f32 sneak_max = BS*0.4;
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/*
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If sneaking, player has larger collision radius to keep from
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falling
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*/
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/*if(control.sneak)
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player_radius = sneak_max + d*1.1;*/
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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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fall off from it
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*/
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if(control.sneak)
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{
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f32 maxd = 0.5*BS + sneak_max;
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v3f lwn_f = intToFloat(m_last_walked_node);
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position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
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position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
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f32 min_y = lwn_f.Y + 0.5*BS;
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if(position.Y < min_y)
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{
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position.Y = min_y;
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if(m_speed.Y < 0)
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m_speed.Y = 0;
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}
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}
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/*
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Calculate player collision box (new and old)
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*/
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core::aabbox3d<f32> playerbox(
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position.X - PLAYER_RADIUS,
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position.X - player_radius,
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position.Y - 0.0,
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position.Z - PLAYER_RADIUS,
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position.X + PLAYER_RADIUS,
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position.Y + PLAYER_HEIGHT,
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position.Z + PLAYER_RADIUS
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position.Z - player_radius,
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position.X + player_radius,
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position.Y + player_height,
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position.Z + player_radius
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);
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core::aabbox3d<f32> playerbox_old(
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oldpos.X - PLAYER_RADIUS,
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oldpos.X - player_radius,
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oldpos.Y - 0.0,
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oldpos.Z - PLAYER_RADIUS,
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oldpos.X + PLAYER_RADIUS,
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oldpos.Y + PLAYER_HEIGHT,
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oldpos.Z + PLAYER_RADIUS
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oldpos.Z - player_radius,
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oldpos.X + player_radius,
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oldpos.Y + player_height,
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oldpos.Z + player_radius
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);
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//hilightboxes.push_back(playerbox);
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/*
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If the player's feet touch the topside of any node, this is
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set to true.
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Player is allowed to jump when this is true.
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*/
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touching_ground = false;
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/*std::cout<<"Checking collisions for ("
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@ -358,88 +408,183 @@ void LocalPlayer::move(f32 dtime, Map &map)
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<<") -> ("
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<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
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<<"):"<<std::endl;*/
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for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++){
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for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++){
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++){
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try{
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if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
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continue;
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}
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}
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catch(InvalidPositionException &e)
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{
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// Doing nothing here will block the player from
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// walking over map borders
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}
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core::aabbox3d<f32> nodebox = Map::getNodeBox(
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v3s16(x,y,z));
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// See if the player is touching ground
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if(
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fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
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&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
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&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
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&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
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&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
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){
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touching_ground = true;
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}
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if(playerbox.intersectsWithBox(nodebox))
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{
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v3f dirs[3] = {
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v3f(0,0,1), // back
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v3f(0,1,0), // top
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v3f(1,0,0), // right
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};
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for(u16 i=0; i<3; i++)
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/*
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Go through every node around the player
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*/
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for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
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for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
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{
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
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f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
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f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
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bool main_edge_collides =
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((nodemax > playermin && nodemax <= playermin_old + d
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&& m_speed.dotProduct(dirs[i]) < 0)
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(nodemin < playermax && nodemin >= playermax_old - d
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&& m_speed.dotProduct(dirs[i]) > 0));
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bool other_edges_collide = true;
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for(u16 j=0; j<3; j++)
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{
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if(j == i)
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try{
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if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
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continue;
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
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if(!(nodemax - d > playermin && nodemin + d < playermax))
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{
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other_edges_collide = false;
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break;
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}
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}
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if(main_edge_collides && other_edges_collide)
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catch(InvalidPositionException &e)
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{
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m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
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position -= position.dotProduct(dirs[i]) * dirs[i];
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position += oldpos.dotProduct(dirs[i]) * dirs[i];
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// Doing nothing here will block the player from
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// walking over map borders
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}
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}
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} // if(playerbox.intersectsWithBox(nodebox))
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} // for x
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} // for z
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} // for y
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core::aabbox3d<f32> nodebox = Map::getNodeBox(
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v3s16(x,y,z));
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/*
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See if the player is touching ground.
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Player touches ground if player's minimum Y is near node's
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maximum Y and player's X-Z-area overlaps with the node's
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X-Z-area.
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Use 0.15*BS so that it is easier to get on a node.
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*/
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if(
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//fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
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fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
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&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
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&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
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&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
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&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
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){
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touching_ground = true;
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}
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// If player doesn't intersect with node, ignore node.
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if(playerbox.intersectsWithBox(nodebox) == false)
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continue;
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/*
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Go through every axis
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*/
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v3f dirs[3] = {
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v3f(0,0,1), // back-front
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v3f(0,1,0), // top-bottom
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v3f(1,0,0), // right-left
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};
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for(u16 i=0; i<3; i++)
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{
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/*
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Calculate values along the axis
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*/
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
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f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
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f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
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/*
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Check collision for the axis.
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Collision happens when player is going through a surface.
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*/
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/*f32 neg_d = d;
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f32 pos_d = d;
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// Make it easier to get on top of a node
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if(i == 1)
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neg_d = 0.15*BS;
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bool negative_axis_collides =
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(nodemax > playermin && nodemax <= playermin_old + neg_d
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&& m_speed.dotProduct(dirs[i]) < 0);
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bool positive_axis_collides =
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(nodemin < playermax && nodemin >= playermax_old - pos_d
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&& m_speed.dotProduct(dirs[i]) > 0);*/
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bool negative_axis_collides =
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(nodemax > playermin && nodemax <= playermin_old + d
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&& m_speed.dotProduct(dirs[i]) < 0);
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bool positive_axis_collides =
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(nodemin < playermax && nodemin >= playermax_old - d
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&& m_speed.dotProduct(dirs[i]) > 0);
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bool main_axis_collides =
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negative_axis_collides || positive_axis_collides;
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/*
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Check overlap of player and node in other axes
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*/
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bool other_axes_overlap = true;
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for(u16 j=0; j<3; j++)
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{
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if(j == i)
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continue;
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
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if(!(nodemax - d > playermin && nodemin + d < playermax))
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{
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other_axes_overlap = false;
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break;
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}
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}
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/*
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If this is a collision, revert the position in the main
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direction.
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*/
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if(other_axes_overlap && main_axis_collides)
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{
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m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
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position -= position.dotProduct(dirs[i]) * dirs[i];
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position += oldpos.dotProduct(dirs[i]) * dirs[i];
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}
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}
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} // xyz
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/*
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If there is a walkable node directly under the player, save
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the position of it.
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*/
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try{
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
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if(content_walkable(map.getNode(pos_i_bottom).d))
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{
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m_last_walked_node = pos_i_bottom;
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}
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}
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catch(InvalidPositionException &e)
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{
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}
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/*
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Check the neighbors of m_last_walked_node that are closer to
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the player. If walkable, set m_last_walked_node to such.
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*/
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{
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
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v3f lastwalkednode_pf = intToFloat(m_last_walked_node);
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v2f lastwalkednode_p2df(lastwalkednode_pf.X, lastwalkednode_pf.Z);
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v2f player_p2df(position.X, position.Z);
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f32 min_distance_f = player_p2df.getDistanceFrom(lastwalkednode_p2df);
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v3s16 new_last_walked_node = m_last_walked_node;
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for(s16 x=-1; x<=1; x++)
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for(s16 z=-1; z<=1; z++)
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{
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v3s16 p = m_last_walked_node + v3s16(x,0,z);
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v3f pf = intToFloat(p);
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v2f node_p2df(pf.X, pf.Z);
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f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
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if(distance_f > min_distance_f)
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continue;
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try{
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if(content_walkable(map.getNode(p).d) == false)
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continue;
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}
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catch(InvalidPositionException &e)
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{
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continue;
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}
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min_distance_f = distance_f;
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new_last_walked_node = p;
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}
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m_last_walked_node = new_last_walked_node;
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}
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/*
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Set new position
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*/
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setPosition(position);
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}
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@ -449,10 +594,8 @@ void LocalPlayer::applyControl(float dtime)
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swimming_up = false;
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// Random constants
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#define WALK_ACCELERATION (4.0 * BS)
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#define WALKSPEED_MAX (4.0 * BS)
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f32 walk_acceleration = WALK_ACCELERATION;
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f32 walkspeed_max = WALKSPEED_MAX;
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f32 walk_acceleration = 4.0 * BS;
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f32 walkspeed_max = 4.0 * BS;
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setPitch(control.pitch);
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setYaw(control.yaw);
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@ -538,6 +681,11 @@ void LocalPlayer::applyControl(float dtime)
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else if(touching_ground)
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{
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v3f speed = getSpeed();
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/*
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NOTE: The d value in move() affects jump height by
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raising the height at which the jump speed is kept
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at its starting value
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*/
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speed.Y = 6.5*BS;
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setSpeed(speed);
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}
|
||||
|
@ -554,7 +702,9 @@ void LocalPlayer::applyControl(float dtime)
|
|||
|
||||
// The speed of the player (Y is ignored)
|
||||
if(superspeed)
|
||||
speed = speed.normalize() * walkspeed_max * 5;
|
||||
speed = speed.normalize() * walkspeed_max * 5.0;
|
||||
else if(control.sneak)
|
||||
speed = speed.normalize() * walkspeed_max / 3.0;
|
||||
else
|
||||
speed = speed.normalize() * walkspeed_max;
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue