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Ladders implemented!
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parent
bc2819cab2
commit
1c59cff832
4 changed files with 34 additions and 1 deletions
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@ -375,6 +375,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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in_water_stable = false;
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}
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/*
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Check if player is climbing
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*/
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try {
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v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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is_climbing = (content_features(map.getNode(pp).d).climbable ||
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content_features(map.getNode(pp2).d).climbable);
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}
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catch(InvalidPositionException &e)
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{
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is_climbing = false;
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}
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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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@ -461,7 +476,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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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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<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
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<<") -> ("
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@ -814,6 +829,19 @@ void LocalPlayer::applyControl(float dtime)
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}
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}
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if (is_climbing) {
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if (control.up || control.left || control.right || control.down) {
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v3f speed = getSpeed();
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speed.Y = 2*BS;
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setSpeed(speed);
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}
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else {
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v3f speed = getSpeed();
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speed.Y = -2*BS;
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setSpeed(speed);
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}
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}
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// The speed of the player (Y is ignored)
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if(superspeed)
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speed = speed.normalize() * walkspeed_max * 5.0;
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