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Add disable_jump to liquids and ladders (#7688)

Remove second nodedef check by improving the colliding node detection
Also remove the 2nd check in old_move, correct standing node a bit
This commit is contained in:
SmallJoker 2019-06-10 13:00:35 +02:00 committed by GitHub
parent bd6f1cca9d
commit e40be619f2
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 60 additions and 44 deletions

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@ -170,8 +170,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info)
{
if (!collision_info || collision_info->empty()) {
// Node below the feet, update each ClientEnvironment::step()
m_standing_node = floatToInt(m_position, BS) - v3s16(0, 1, 0);
// Node at feet position, update each ClientEnvironment::step()
m_standing_node = floatToInt(m_position, BS);
}
// Temporary option for old move code
@ -309,7 +309,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
collision_info->push_back(colinfo);
if (colinfo.type != COLLISION_NODE ||
colinfo.new_speed.Y != 0 ||
colinfo.axis != COLLISION_AXIS_Y ||
(could_sneak && m_sneak_node_exists))
continue;
@ -320,6 +320,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
if (is_first || len < distance) {
m_standing_node = colinfo.node_p;
distance = len;
is_first = false;
}
}
}
@ -435,11 +436,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
Check properties of the node on which the player is standing
*/
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node));
// Determine if jumping is possible
m_can_jump = (touching_ground && !in_liquid && !is_climbing)
|| sneak_can_jump;
if (itemgroup_get(f.groups, "disable_jump"))
m_can_jump = false;
m_disable_jump = itemgroup_get(f.groups, "disable_jump");
m_can_jump = ((touching_ground && !is_climbing)
|| sneak_can_jump) && !m_disable_jump;
// Jump key pressed while jumping off from a bouncy block
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
@ -636,18 +637,14 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
setSpeed(speedJ);
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
}
}
else if(in_liquid)
{
if(fast_climb)
} else if (in_liquid && !m_disable_jump) {
if (fast_climb)
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_walk;
swimming_vertical = true;
}
else if(is_climbing)
{
if(fast_climb)
} else if (is_climbing && !m_disable_jump) {
if (fast_climb)
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_climb;
@ -908,6 +905,12 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
pos_max_d, m_collisionbox, player_stepheight, dtime,
&position, &m_speed, accel_f);
// Positition was slightly changed; update standing node pos
if (touching_ground)
m_standing_node = floatToInt(m_position - v3f(0, 0.1f * BS, 0), BS);
else
m_standing_node = floatToInt(m_position, BS);
/*
If the player's feet touch the topside of any node, this is
set to true.
@ -1048,11 +1051,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
/*
Check properties of the node on which the player is standing
*/
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
getStandingNodePos()));
// Determine if jumping is possible
m_can_jump = touching_ground && !in_liquid;
if (itemgroup_get(f.groups, "disable_jump"))
m_can_jump = false;
m_disable_jump = itemgroup_get(f.groups, "disable_jump");
m_can_jump = touching_ground && !m_disable_jump;
// Jump key pressed while jumping off from a bouncy block
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
m_speed.Y >= -0.5 * BS) {