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Improved Player Physics
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parent
86b906d015
commit
df3c925b3c
10 changed files with 295 additions and 109 deletions
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@ -90,37 +90,39 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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*/
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/*
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Check if player is in water (the oscillating value)
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Check if player is in liquid (the oscillating value)
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*/
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try{
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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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// If in liquid, the threshold of coming out is at higher y
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if(in_liquid)
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
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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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// If not in liquid, 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), BS);
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in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
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}
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}
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catch(InvalidPositionException &e)
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{
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in_water = false;
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in_liquid = false;
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}
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/*
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Check if player is in water (the stable value)
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Check if player is in liquid (the stable value)
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*/
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try{
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v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
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in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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in_liquid_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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}
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catch(InvalidPositionException &e)
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{
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in_water_stable = false;
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in_liquid_stable = false;
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}
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/*
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@ -159,7 +161,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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If sneaking, keep in range from the last walked node and don't
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fall off from it
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*/
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if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")))
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if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
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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, BS);
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@ -315,7 +317,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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}
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if(bouncy_jump && control.jump){
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m_speed.Y += 6.5*BS;
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m_speed.Y += movement_speed_jump*BS;
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touching_ground = false;
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MtEvent *e = new SimpleTriggerEvent("PlayerJump");
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m_gamedef->event()->put(e);
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@ -348,7 +350,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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*/
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const ContentFeatures &f = nodemgr->get(map.getNodeNoEx(getStandingNodePos()));
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// Determine if jumping is possible
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m_can_jump = touching_ground;
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m_can_jump = touching_ground && !in_liquid;
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if(itemgroup_get(f.groups, "disable_jump"))
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m_can_jump = false;
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}
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@ -361,12 +363,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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void LocalPlayer::applyControl(float dtime)
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{
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// Clear stuff
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swimming_up = false;
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swimming_vertical = false;
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// Random constants
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f32 walk_acceleration = 4.0 * BS;
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f32 walkspeed_max = 4.0 * BS;
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setPitch(control.pitch);
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setYaw(control.yaw);
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@ -380,22 +378,17 @@ void LocalPlayer::applyControl(float dtime)
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v3f move_direction = v3f(0,0,1);
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move_direction.rotateXZBy(getYaw());
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v3f speed = v3f(0,0,0);
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v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
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v3f speedV = v3f(0,0,0); // Vertical (Y)
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bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
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bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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bool fast_move = fast_allowed && g_settings->getBool("fast_move");
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bool fast_or_aux1_descends = (fast_move && control.aux1) || (fast_move && g_settings->getBool("aux1_descends"));
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bool continuous_forward = g_settings->getBool("continuous_forward");
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if(free_move || is_climbing)
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{
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v3f speed = getSpeed();
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speed.Y = 0;
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setSpeed(speed);
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}
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// Whether superspeed mode is used or not
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bool superspeed = false;
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@ -415,18 +408,21 @@ void LocalPlayer::applyControl(float dtime)
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if(free_move)
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{
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// In free movement mode, aux1 descends
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v3f speed = getSpeed();
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if(fast_move)
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speed.Y = -20*BS;
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speedV.Y = -movement_speed_fast;
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else
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speed.Y = -walkspeed_max;
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setSpeed(speed);
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speedV.Y = -movement_speed_walk;
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}
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else if(in_liquid || in_liquid_stable)
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{
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// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
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speedV.Y = -movement_speed_fast;
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swimming_vertical = true;
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}
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else if(is_climbing)
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{
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v3f speed = getSpeed();
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speed.Y = -3*BS;
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setSpeed(speed);
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// Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
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speedV.Y = -movement_speed_fast;
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}
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else
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{
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@ -456,66 +452,69 @@ void LocalPlayer::applyControl(float dtime)
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if(free_move)
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{
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// In free movement mode, sneak descends
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v3f speed = getSpeed();
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if(fast_move && (control.aux1 ||
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g_settings->getBool("always_fly_fast")))
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speed.Y = -20*BS;
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if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
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speedV.Y = -movement_speed_fast;
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else
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speed.Y = -walkspeed_max;
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setSpeed(speed);
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speedV.Y = -movement_speed_walk;
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}
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else if(in_liquid || in_liquid_stable)
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{
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if(fast_or_aux1_descends)
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// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
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speedV.Y = -movement_speed_fast;
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else
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speedV.Y = -movement_speed_walk;
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swimming_vertical = true;
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}
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else if(is_climbing)
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{
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v3f speed = getSpeed();
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speed.Y = -3*BS;
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setSpeed(speed);
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if(fast_or_aux1_descends)
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// Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
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speedV.Y = -movement_speed_fast;
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else
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speedV.Y = -movement_speed_climb;
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}
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}
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}
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if(continuous_forward)
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speed += move_direction;
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speedH += move_direction;
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if(control.up)
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{
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if(continuous_forward)
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superspeed = true;
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else
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speed += move_direction;
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speedH += move_direction;
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}
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if(control.down)
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{
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speed -= move_direction;
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speedH -= move_direction;
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}
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if(control.left)
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{
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speed += move_direction.crossProduct(v3f(0,1,0));
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speedH += move_direction.crossProduct(v3f(0,1,0));
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}
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if(control.right)
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{
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speed += move_direction.crossProduct(v3f(0,-1,0));
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speedH += move_direction.crossProduct(v3f(0,-1,0));
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}
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if(control.jump)
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{
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if(free_move)
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{
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v3f speed = getSpeed();
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if(g_settings->getBool("aux1_descends") ||
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g_settings->getBool("always_fly_fast"))
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{
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if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
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{
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if(fast_move)
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speed.Y = 20*BS;
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speedV.Y = movement_speed_fast;
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else
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speed.Y = walkspeed_max;
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speedV.Y = movement_speed_walk;
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} else {
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if(fast_move && control.aux1)
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speed.Y = 20*BS;
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speedV.Y = movement_speed_fast;
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else
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speed.Y = walkspeed_max;
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speedV.Y = movement_speed_walk;
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}
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setSpeed(speed);
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}
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else if(m_can_jump)
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{
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@ -524,49 +523,66 @@ void LocalPlayer::applyControl(float dtime)
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raising the height at which the jump speed is kept
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at its starting value
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*/
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v3f speed = getSpeed();
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if(speed.Y >= -0.5*BS)
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v3f speedJ = getSpeed();
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if(speedJ.Y >= -0.5 * BS)
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{
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speed.Y = 6.5*BS;
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setSpeed(speed);
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speedJ.Y = movement_speed_jump;
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setSpeed(speedJ);
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MtEvent *e = new SimpleTriggerEvent("PlayerJump");
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m_gamedef->event()->put(e);
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}
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}
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// Use the oscillating value for getting out of water
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// (so that the player doesn't fly on the surface)
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else if(in_water)
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else if(in_liquid)
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{
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v3f speed = getSpeed();
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speed.Y = 1.5*BS;
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setSpeed(speed);
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swimming_up = true;
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if(fast_or_aux1_descends)
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// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
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speedV.Y = movement_speed_fast;
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else
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speedV.Y = movement_speed_walk;
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swimming_vertical = true;
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}
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else if(is_climbing)
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{
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v3f speed = getSpeed();
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speed.Y = 3*BS;
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setSpeed(speed);
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if(fast_or_aux1_descends)
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// Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
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speedV.Y = movement_speed_fast;
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else
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speedV.Y = movement_speed_climb;
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}
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}
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// The speed of the player (Y is ignored)
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if(superspeed)
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speed = speed.normalize() * walkspeed_max * 5.0;
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else if(control.sneak && !free_move)
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speed = speed.normalize() * walkspeed_max / 3.0;
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if(superspeed || (is_climbing && fast_or_aux1_descends) || ((in_liquid || in_liquid_stable) && fast_or_aux1_descends))
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speedH = speedH.normalize() * movement_speed_fast;
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else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
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speedH = speedH.normalize() * movement_speed_crouch;
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else
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speed = speed.normalize() * walkspeed_max;
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f32 inc = walk_acceleration * BS * dtime;
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// Faster acceleration if fast and free movement
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if(free_move && fast_move && superspeed)
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inc = walk_acceleration * BS * dtime * 10;
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speedH = speedH.normalize() * movement_speed_walk;
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// Acceleration increase
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f32 incH = 0; // Horizontal (X, Z)
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f32 incV = 0; // Vertical (Y)
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if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
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{
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// Jumping and falling
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if(superspeed || (fast_move && control.aux1))
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incH = movement_acceleration_fast * BS * dtime;
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else
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incH = movement_acceleration_air * BS * dtime;
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incV = 0; // No vertical acceleration in air
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}
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else if(superspeed || (fast_move && control.aux1))
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incH = incV = movement_acceleration_fast * BS * dtime;
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else if ((in_liquid || in_liquid_stable) && fast_or_aux1_descends)
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// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
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incH = incV = movement_acceleration_fast * BS * dtime;
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else
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incH = incV = movement_acceleration_default * BS * dtime;
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// Accelerate to target speed with maximum increment
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accelerate(speed, inc);
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accelerateHorizontal(speedH, incH);
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accelerateVertical(speedV, incV);
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}
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v3s16 LocalPlayer::getStandingNodePos()
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