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Temporary commit; lots of test code and stuff
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commit
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25 changed files with 1917 additions and 763 deletions
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@ -273,7 +273,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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{
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v3f position = getPosition();
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v3f oldpos = position;
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v3s16 oldpos_i = floatToInt(oldpos);
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v3s16 oldpos_i = floatToInt(oldpos, BS);
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/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
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<<oldpos_i.Z<<")"<<std::endl;*/
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@ -296,7 +296,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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*/
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// Player position in nodes
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v3s16 pos_i = floatToInt(position);
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v3s16 pos_i = floatToInt(position, BS);
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/*
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Check if player is in water (the oscillating value)
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@ -305,13 +305,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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// If in water, the threshold of coming out is at higher y
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if(in_water)
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0));
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v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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in_water = content_liquid(map.getNode(pp).d);
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}
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// If not in water, the threshold of going in is at lower y
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else
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0));
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v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
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in_water = content_liquid(map.getNode(pp).d);
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}
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}
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@ -324,7 +324,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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Check if player is in water (the stable value)
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*/
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try{
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v3s16 pp = floatToInt(position + v3f(0,0,0));
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v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
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in_water_stable = content_liquid(map.getNode(pp).d);
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}
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catch(InvalidPositionException &e)
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@ -363,7 +363,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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if(control.sneak && m_sneak_node_exists)
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{
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f32 maxd = 0.5*BS + sneak_max;
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v3f lwn_f = intToFloat(m_sneak_node);
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v3f lwn_f = intToFloat(m_sneak_node, BS);
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position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
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position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
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@ -537,13 +537,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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player is sneaking from, if any.
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*/
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{
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), 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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/*if(m_sneak_node_exists)
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{
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v3f sneaknode_pf = intToFloat(m_sneak_node);
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v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
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v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
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f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
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f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
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@ -556,7 +556,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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for(s16 z=-1; z<=1; z++)
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{
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v3s16 p = pos_i_bottom + v3s16(x,0,z);
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v3f pf = intToFloat(p);
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v3f pf = intToFloat(p, BS);
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v2f node_p2df(pf.X, pf.Z);
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f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
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f32 max_axis_distance_f = MYMAX(
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