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Better player damage prevention when falling on unloaded blocks, not involving getting stuck in there.

This commit is contained in:
Perttu Ahola 2011-10-16 18:45:17 +03:00
parent 0bf533f753
commit 369177aa80
3 changed files with 12 additions and 27 deletions

View file

@ -1671,11 +1671,6 @@ void ClientEnvironment::step(float dtime)
*/
bool is_climbing = lplayer->is_climbing;
/*
Check if the player is frozen (don't apply physics)
*/
bool is_frozen = lplayer->is_frozen;
f32 player_speed = 0.001; // just some small value
player_speed = lplayer->getSpeed().getLength();
@ -1733,7 +1728,7 @@ void ClientEnvironment::step(float dtime)
v3f lplayerpos = lplayer->getPosition();
// Apply physics
if(free_move == false && is_climbing == false && is_frozen == false)
if(free_move == false && is_climbing == false)
{
// Gravity
v3f speed = lplayer->getSpeed();
@ -1767,7 +1762,7 @@ void ClientEnvironment::step(float dtime)
while(dtime_downcount > 0.001);
//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
for(core::list<CollisionInfo>::Iterator
i = player_collisions.begin();
i != player_collisions.end(); i++)