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Fix detection of sneaking node
This fixes bug 1551
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parent
8560ece02e
commit
5c3c965c1a
1 changed files with 2 additions and 2 deletions
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@ -230,7 +230,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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player is sneaking from, if any. If the node from under
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the player has been removed, the player falls.
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*/
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v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
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v3s16 current_node = floatToInt(position - v3f(0, 0.05 * BS, 0), BS);
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if(m_sneak_node_exists &&
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nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
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m_old_node_below_type != "air")
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@ -248,7 +248,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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}
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if(m_need_to_get_new_sneak_node && physics_override_sneak)
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{
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
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v3s16 pos_i_bottom = floatToInt(position - v3f(0, 0.05 * BS ,0), BS);
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v2f player_p2df(position.X, position.Z);
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f32 min_distance_f = 100000.0*BS;
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// If already seeking from some node, compare to it.
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