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Add slippery group for nodes (players/items slide)
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parent
4381fe0a0a
commit
2ea26e655d
5 changed files with 49 additions and 17 deletions
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@ -444,7 +444,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
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move(dtime, env, pos_max_d, NULL);
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}
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void LocalPlayer::applyControl(float dtime)
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void LocalPlayer::applyControl(float dtime, ClientEnvironment *env)
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{
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// Clear stuff
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swimming_vertical = false;
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@ -660,9 +660,16 @@ void LocalPlayer::applyControl(float dtime)
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else
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incH = incV = movement_acceleration_default * BS * dtime;
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INodeDefManager *nodemgr = env->getGameDef()->ndef();
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Map *map = &env->getMap();
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bool slippery = false;
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const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
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slippery = itemgroup_get(f.groups, "slippery");
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// Accelerate to target speed with maximum increment
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accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
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accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
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accelerateHorizontal(speedH * physics_override_speed,
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incH * physics_override_speed, slippery);
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accelerateVertical(speedV * physics_override_speed,
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incV * physics_override_speed);
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}
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v3s16 LocalPlayer::getStandingNodePos()
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@ -699,12 +706,20 @@ v3f LocalPlayer::getEyeOffset() const
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}
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// Horizontal acceleration (X and Z), Y direction is ignored
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void LocalPlayer::accelerateHorizontal(const v3f &target_speed, const f32 max_increase)
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void LocalPlayer::accelerateHorizontal(const v3f &target_speed,
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const f32 max_increase, bool slippery)
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{
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if (max_increase == 0)
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return;
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v3f d_wanted = target_speed - m_speed;
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v3f d_wanted = target_speed - m_speed;
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if (slippery) {
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if (target_speed == v3f(0))
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d_wanted = -m_speed * 0.05f;
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else
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d_wanted = target_speed * 0.1f - m_speed * 0.1f;
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}
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d_wanted.Y = 0;
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f32 dl = d_wanted.getLength();
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if (dl > max_increase)
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