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Pause in unloaded territory instead of collide

This commit is contained in:
JacobF 2011-08-23 22:10:19 -04:00 committed by Perttu Ahola
parent faf3d7902a
commit bd72091150
3 changed files with 24 additions and 4 deletions

View file

@ -330,7 +330,18 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
/*
Calculate new position
*/
position += m_speed * dtime;
if(is_frozen) {
// Still move very slowly so as not to feel all completely stuck
position += m_speed * dtime * 0.001;
}
else {
position += m_speed * dtime;
}
/*
If the player enters an unloaded chunk this is set to true.
*/
is_frozen = false;
// Skip collision detection if a special movement mode is used
bool free_move = g_settings.getBool("free_move");
@ -503,8 +514,11 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
}
catch(InvalidPositionException &e)
{
// Doing nothing here will block the player from
// walking over map borders
if(!is_frozen) {
// freeze when entering unloaded areas
is_frozen = true;
}
continue;
}
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);