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fine-tuning of map generator and server and stuff.
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parent
7068bc90af
commit
3891bc43e0
11 changed files with 298 additions and 113 deletions
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@ -46,6 +46,20 @@ Player::~Player()
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// Y direction is ignored
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void Player::accelerate(v3f target_speed, f32 max_increase)
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{
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v3f d_wanted = target_speed - m_speed;
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d_wanted.Y = 0;
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f32 dl_wanted = d_wanted.getLength();
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f32 dl = dl_wanted;
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if(dl > max_increase)
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dl = max_increase;
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v3f d = d_wanted.normalize() * dl;
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m_speed.X += d.X;
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m_speed.Z += d.Z;
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//m_speed += d;
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#if 0 // old code
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if(m_speed.X < target_speed.X - max_increase)
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m_speed.X += max_increase;
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else if(m_speed.X > target_speed.X + max_increase)
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@ -63,6 +77,7 @@ void Player::accelerate(v3f target_speed, f32 max_increase)
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m_speed.Z = target_speed.Z;
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else if(m_speed.Z > target_speed.Z)
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m_speed.Z = target_speed.Z;
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#endif
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}
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/*
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@ -209,7 +224,7 @@ void LocalPlayer::move(f32 dtime, Map &map)
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position += m_speed * dtime;
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// Skip collision detection if player is non-local
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if(isLocal() == false)
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if(isLocal() == false || HAXMODE)
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{
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setPosition(position);
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return;
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@ -286,10 +301,6 @@ void LocalPlayer::move(f32 dtime, Map &map)
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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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// Go over borders in debug mode
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if(HAXMODE)
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continue;
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}
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core::aabbox3d<f32> nodebox = Map::getNodeBox(
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