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Add disable_jump and fall_damage_add_percent node groups

This commit is contained in:
Perttu Ahola 2012-09-01 12:07:27 +03:00
parent 6a16075912
commit b17d3e7ad7
4 changed files with 20 additions and 2 deletions

View file

@ -38,7 +38,8 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
m_sneak_node_exists(false),
m_old_node_below(32767,32767,32767),
m_old_node_below_type("air"),
m_need_to_get_new_sneak_node(true)
m_need_to_get_new_sneak_node(true),
m_can_jump(false)
{
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
@ -314,6 +315,15 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
*/
m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
m_old_node_below_type = nodemgr->get(map.getNodeNoEx(m_old_node_below)).name;
/*
Check properties of the node on which the player is standing
*/
const ContentFeatures &f = nodemgr->get(map.getNodeNoEx(getStandingNodePos()));
// Determine if jumping is possible
m_can_jump = touching_ground;
if(itemgroup_get(f.groups, "disable_jump"))
m_can_jump = false;
}
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
@ -459,7 +469,7 @@ void LocalPlayer::applyControl(float dtime)
speed.Y = walkspeed_max;
setSpeed(speed);
}
else if(touching_ground)
else if(m_can_jump)
{
/*
NOTE: The d value in move() affects jump height by