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Ladders implemented!

This commit is contained in:
Mark Holmquist 2011-07-27 14:38:48 -07:00 committed by Giuseppe Bilotta
parent bc2819cab2
commit 1c59cff832
4 changed files with 34 additions and 1 deletions

View file

@ -375,6 +375,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
in_water_stable = false;
}
/*
Check if player is climbing
*/
try {
v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
is_climbing = (content_features(map.getNode(pp).d).climbable ||
content_features(map.getNode(pp2).d).climbable);
}
catch(InvalidPositionException &e)
{
is_climbing = false;
}
/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
@ -461,7 +476,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
Player is allowed to jump when this is true.
*/
touching_ground = false;
/*std::cout<<"Checking collisions for ("
<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
<<") -> ("
@ -814,6 +829,19 @@ void LocalPlayer::applyControl(float dtime)
}
}
if (is_climbing) {
if (control.up || control.left || control.right || control.down) {
v3f speed = getSpeed();
speed.Y = 2*BS;
setSpeed(speed);
}
else {
v3f speed = getSpeed();
speed.Y = -2*BS;
setSpeed(speed);
}
}
// The speed of the player (Y is ignored)
if(superspeed)
speed = speed.normalize() * walkspeed_max * 5.0;