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Properly keep noclip state in Game and ClientMap

This commit is contained in:
sfan5 2022-05-21 20:29:44 +02:00
parent 5f3af7d18b
commit 575caa8015
3 changed files with 23 additions and 17 deletions

View file

@ -219,13 +219,11 @@ void ClientMap::updateDrawList()
// Number of blocks occlusion culled
u32 blocks_occlusion_culled = 0;
// No occlusion culling when free_move is on and camera is
// inside ground
// No occlusion culling when free_move is on and camera is inside ground
bool occlusion_culling_enabled = true;
if (g_settings->getBool("free_move") && g_settings->getBool("noclip")) {
if (m_control.allow_noclip) {
MapNode n = getNode(cam_pos_nodes);
if (n.getContent() == CONTENT_IGNORE ||
m_nodedef->get(n).solidness == 2)
if (n.getContent() == CONTENT_IGNORE || m_nodedef->get(n).solidness == 2)
occlusion_culling_enabled = false;
}
@ -678,19 +676,17 @@ void ClientMap::renderPostFx(CameraMode cam_mode)
MapNode n = getNode(floatToInt(m_camera_position, BS));
// - If the player is in a solid node, make everything black.
// - If the player is in liquid, draw a semi-transparent overlay.
// - Do not if player is in third person mode
const ContentFeatures& features = m_nodedef->get(n);
video::SColor post_effect_color = features.post_effect_color;
if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
m_client->checkLocalPrivilege("noclip")) &&
cam_mode == CAMERA_MODE_FIRST)
{
// If the camera is in a solid node, make everything black.
// (first person mode only)
if (features.solidness == 2 && cam_mode == CAMERA_MODE_FIRST &&
!m_control.allow_noclip) {
post_effect_color = video::SColor(255, 0, 0, 0);
}
if (post_effect_color.getAlpha() != 0)
{
if (post_effect_color.getAlpha() != 0) {
// Draw a full-screen rectangle
video::IVideoDriver* driver = SceneManager->getVideoDriver();
v2u32 ss = driver->getScreenSize();