]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/localplayer.cpp
Added JetPack and AutoHit (-> Credits to Code-Sploit and cora)
[dragonfireclient.git] / src / client / localplayer.cpp
index 1c65d3b4d210d3aeeefa74215cbd6a3425fb1efc..0da76845ae9185c609dc5c5f114357ac6d0c4742 100644 (file)
@@ -27,6 +27,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "map.h"
 #include "client.h"
 #include "content_cao.h"
+#include "util/pointedthing.h"
+#include "client/game.h"
 
 /*
        LocalPlayer
@@ -41,7 +43,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
 static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
 {
        if (nodeboxes.empty())
-               return aabb3f(0, 0, 0, 0, 0, 0);
+               return aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
 
        aabb3f b_max;
 
@@ -56,7 +58,7 @@ static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
 }
 
 bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
-               const v3f &sneak_max)
+       const v3f &sneak_max)
 {
        static const v3s16 dir9_center[9] = {
                v3s16( 0, 0,  0),
@@ -76,18 +78,18 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
        bool new_sneak_node_exists = m_sneak_node_exists;
 
        // We want the top of the sneak node to be below the players feet
-       f32 position_y_mod = 0.05 * BS;
+       f32 position_y_mod = 0.05f * BS;
        if (m_sneak_node_exists)
                position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
 
        // Get position of current standing node
-       const v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+       const v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
 
        if (current_node != m_sneak_node) {
                new_sneak_node_exists = false;
        } else {
-               node = map->getNodeNoEx(current_node, &is_valid_position);
-               if (!is_valid_position || !nodemgr->get(node).walkable)
+               node = map->getNode(current_node, &is_valid_position);
+               if (!is_valid_position || nodemgr->get(node).walkable)
                        new_sneak_node_exists = false;
        }
 
@@ -97,7 +99,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
 
        // Get new sneak node
        m_sneak_ladder_detected = false;
-       f32 min_distance_f = 100000.0 * BS;
+       f32 min_distance_f = 100000.0f * BS;
 
        for (const auto &d : dir9_center) {
                const v3s16 p = current_node + d;
@@ -106,23 +108,22 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
                f32 distance_f = diff.getLength();
 
                if (distance_f > min_distance_f ||
-                               fabs(diff.X) > (.5 + .1) * BS + sneak_max.X ||
-                               fabs(diff.Y) > (.5 + .1) * BS + sneak_max.Z)
+                               fabs(diff.X) > (0.5f + 0.1f) * BS + sneak_max.X ||
+                               fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z)
                        continue;
 
 
                // The node to be sneaked on has to be walkable
-               node = map->getNodeNoEx(p, &is_valid_position);
-               if (!is_valid_position || !nodemgr->get(node).walkable)
+               node = map->getNode(p, &is_valid_position);
+               if (!is_valid_position || ! nodemgr->get(node).walkable)
                        continue;
                // And the node(s) above have to be nonwalkable
                bool ok = true;
                if (!physics_override_sneak_glitch) {
-                       u16 height = ceilf(
-                                       (m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
-                       );
+                       u16 height =
+                               ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS);
                        for (u16 y = 1; y <= height; y++) {
-                               node = map->getNodeNoEx(p + v3s16(0, y, 0), &is_valid_position);
+                               node = map->getNode(p + v3s16(0, y, 0), &is_valid_position);
                                if (!is_valid_position || nodemgr->get(node).walkable) {
                                        ok = false;
                                        break;
@@ -130,8 +131,8 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
                        }
                } else {
                        // legacy behaviour: check just one node
-                       node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position);
-                       ok = is_valid_position && !nodemgr->get(node).walkable;
+                       node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position);
+                       ok = is_valid_position && ! nodemgr->get(node).walkable;
                }
                if (!ok)
                        continue;
@@ -145,7 +146,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
                return false;
 
        // Update saved top bounding box of sneak node
-       node = map->getNodeNoEx(m_sneak_node);
+       node = map->getNode(m_sneak_node);
        std::vector<aabb3f> nodeboxes;
        node.getCollisionBoxes(nodemgr, &nodeboxes);
        m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes);
@@ -153,14 +154,14 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
        if (physics_override_sneak_glitch) {
                // Detect sneak ladder:
                // Node two meters above sneak node must be solid
-               node = map->getNodeNoEx(m_sneak_node + v3s16(0, 2, 0),
+               node = map->getNode(m_sneak_node + v3s16(0, 2, 0),
                        &is_valid_position);
                if (is_valid_position && nodemgr->get(node).walkable) {
                        // Node three meters above: must be non-solid
-                       node = map->getNodeNoEx(m_sneak_node + v3s16(0, 3, 0),
+                       node = map->getNode(m_sneak_node + v3s16(0, 3, 0),
                                &is_valid_position);
                        m_sneak_ladder_detected = is_valid_position &&
-                               !nodemgr->get(node).walkable;
+                               ! nodemgr->get(node).walkable;
                }
        }
        return true;
@@ -169,10 +170,12 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
 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);
-       }
+       if (m_cao && m_cao->m_waiting_for_reattach > 0)
+               m_cao->m_waiting_for_reattach -= dtime;
+       
+       // Node at feet position, update each ClientEnvironment::step()
+       if (!collision_info || collision_info->empty())
+               m_standing_node = floatToInt(m_position, BS);
 
        // Temporary option for old move code
        if (!physics_override_new_move) {
@@ -186,8 +189,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        v3f position = getPosition();
 
        // Copy parent position if local player is attached
-       if (isAttached) {
-               setPosition(overridePosition);
+       if (getParent()) {
+               setPosition(m_cao->getPosition());
+               added_velocity = v3f(0.0f); // ignored
                return;
        }
 
@@ -201,9 +205,15 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        if (noclip && free_move) {
                position += m_speed * dtime;
                setPosition(position);
+
+               touching_ground = false;
+               added_velocity = v3f(0.0f); // ignored
                return;
        }
 
+       m_speed += added_velocity;
+       added_velocity = v3f(0.0f);
+
        /*
                Collision detection
        */
@@ -219,20 +229,19 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        // If in liquid, the threshold of coming out is at higher y
        if (in_liquid)
        {
-               pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
-               node = map->getNodeNoEx(pp, &is_valid_position);
+               pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
+               node = map->getNode(pp, &is_valid_position);
                if (is_valid_position) {
                        in_liquid = nodemgr->get(node.getContent()).isLiquid();
                        liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
                } else {
                        in_liquid = false;
                }
-       }
-       // If not in liquid, the threshold of going in is at lower y
-       else
-       {
-               pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
-               node = map->getNodeNoEx(pp, &is_valid_position);
+       } else {
+               // If not in liquid, the threshold of going in is at lower y
+
+               pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
+               node = map->getNode(pp, &is_valid_position);
                if (is_valid_position) {
                        in_liquid = nodemgr->get(node.getContent()).isLiquid();
                        liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
@@ -245,8 +254,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        /*
                Check if player is in liquid (the stable value)
        */
-       pp = floatToInt(position + v3f(0,0,0), BS);
-       node = map->getNodeNoEx(pp, &is_valid_position);
+       pp = floatToInt(position + v3f(0.0f), BS);
+       node = map->getNode(pp, &is_valid_position);
        if (is_valid_position) {
                in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
        } else {
@@ -254,21 +263,20 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        }
 
        /*
-               Check if player is climbing
+               Check if player is climbing
        */
 
-
-       pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
-       v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
-       node = map->getNodeNoEx(pp, &is_valid_position);
+       pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
+       v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
+       node = map->getNode(pp, &is_valid_position);
        bool is_valid_position2;
-       MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
+       MapNode node2 = map->getNode(pp2, &is_valid_position2);
 
        if (!(is_valid_position && is_valid_position2)) {
                is_climbing = false;
        } else {
-               is_climbing = (nodemgr->get(node.getContent()).climbable
-                               || nodemgr->get(node2.getContent()).climbable) && !free_move;
+               is_climbing = (nodemgr->get(node.getContent()).climbable ||
+                       nodemgr->get(node2.getContent()).climbable) && !free_move;
        }
 
        /*
@@ -277,7 +285,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        */
        //f32 d = pos_max_d * 1.1;
        // A fairly large value in here makes moving smoother
-       f32 d = 0.15*BS;
+       f32 d = 0.15f * BS;
 
        // This should always apply, otherwise there are glitches
        sanity_check(d > pos_max_d);
@@ -287,13 +295,13 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        float player_stepheight = (m_cao == nullptr) ? 0.0f :
                (touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
 
-       v3f accel_f = v3f(0,0,0);
+       v3f accel_f;
        const v3f initial_position = position;
        const v3f initial_speed = m_speed;
 
        collisionMoveResult result = collisionMoveSimple(env, m_client,
                pos_max_d, m_collisionbox, player_stepheight, dtime,
-               &position, &m_speed, accel_f);
+               &position, &m_speed, accel_f, NULL, true, true);
 
        bool could_sneak = control.sneak && !free_move && !in_liquid &&
                !is_climbing && physics_override_sneak;
@@ -309,7 +317,7 @@ 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 +328,7 @@ 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;
                        }
                }
        }
@@ -340,7 +349,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
 
        if (m_sneak_ladder_detected) {
                // restore legacy behaviour (this makes the m_speed.Y hack necessary)
-               sneak_max = v3f(0.4 * BS, 0, 0.4 * BS);
+               sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * BS);
        }
 
        /*
@@ -364,12 +373,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                                bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
 
                        if (position.X != old_pos.X)
-                               m_speed.X = 0;
+                               m_speed.X = 0.0f;
                        if (position.Z != old_pos.Z)
-                               m_speed.Z = 0;
+                               m_speed.Z = 0.0f;
                }
 
-               if (y_diff > 0 && m_speed.Y <= 0 &&
+               if (y_diff > 0 && m_speed.Y <= 0.0f &&
                                (physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
                        // Move player to the maximal height when falling or when
                        // the ledge is climbed on the next step.
@@ -377,11 +386,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                        // Smoothen the movement (based on 'position.Y = bmax.Y')
                        position.Y += y_diff * dtime * 22.0f + BS * 0.01f;
                        position.Y = std::min(position.Y, bmax.Y);
-                       m_speed.Y = 0;
+                       m_speed.Y = 0.0f;
                }
 
                // Allow jumping on node edges while sneaking
-               if (m_speed.Y == 0 || m_sneak_ladder_detected)
+               if (m_speed.Y == 0.0f || m_sneak_ladder_detected)
                        sneak_can_jump = true;
 
                if (collision_info &&
@@ -413,7 +422,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                Report collisions
        */
 
-       if(!result.standing_on_object && !touching_ground_was && touching_ground) {
+       if (!result.standing_on_object && !touching_ground_was && touching_ground) {
                m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
 
                // Set camera impact value to be used for view bobbing
@@ -423,35 +432,37 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        {
                camera_barely_in_ceiling = false;
                v3s16 camera_np = floatToInt(getEyePosition(), BS);
-               MapNode n = map->getNodeNoEx(camera_np);
-               if(n.getContent() != CONTENT_IGNORE){
-                       if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
+               MapNode n = map->getNode(camera_np);
+               if (n.getContent() != CONTENT_IGNORE) {
+                       if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
                                camera_barely_in_ceiling = true;
-                       }
                }
        }
 
        /*
                Check properties of the node on which the player is standing
        */
-       const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node));
+       const ContentFeatures &f = nodemgr->get(map->getNode(m_standing_node));
+       const ContentFeatures &f1 = nodemgr->get(map->getNode(m_standing_node + v3s16(0, 1, 0)));
+
        // 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") ||
+               itemgroup_get(f1.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") &&
-               m_speed.Y >= -0.5 * BS) {
+               m_speed.Y >= -0.5f * BS) {
                float jumpspeed = movement_speed_jump * physics_override_jump;
-               if (m_speed.Y > 1) {
+               if (m_speed.Y > 1.0f) {
                        // Reduce boost when speed already is high
-                       m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
+                       m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
                } else {
                        m_speed.Y += jumpspeed;
                }
                setSpeed(m_speed);
+               if (! m_freecam)
+                       m_legit_speed = m_speed;
                m_can_jump = false;
        }
 
@@ -468,33 +479,32 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
 {
        // Clear stuff
        swimming_vertical = false;
+       swimming_pitch = false;
 
        setPitch(control.pitch);
        setYaw(control.yaw);
 
        // Nullify speed and don't run positioning code if the player is attached
-       if(isAttached)
-       {
-               setSpeed(v3f(0,0,0));
+       if (getParent()) {
+               setSpeed(v3f(0.0f));
                return;
        }
 
        PlayerSettings &player_settings = getPlayerSettings();
 
-       v3f move_direction = v3f(0,0,1);
-       move_direction.rotateXZBy(getYaw());
-
-       v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
-       v3f speedV = v3f(0,0,0); // Vertical (Y)
+       // All vectors are relative to the player's yaw,
+       // (and pitch if pitch move mode enabled),
+       // and will be rotated at the end
+       v3f speedH, speedV; // Horizontal (X, Z) and Vertical (Y)
 
        bool fly_allowed = m_client->checkLocalPrivilege("fly");
        bool fast_allowed = m_client->checkLocalPrivilege("fast");
 
        bool free_move = fly_allowed && player_settings.free_move;
        bool fast_move = fast_allowed && player_settings.fast_move;
+       bool pitch_move = (free_move || in_liquid) && player_settings.pitch_move;
        // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
        bool fast_climb = fast_move && control.aux1 && !player_settings.aux1_descends;
-       bool continuous_forward = player_settings.continuous_forward;
        bool always_fly_fast = player_settings.always_fly_fast;
 
        // Whether superspeed mode is used or not
@@ -504,76 +514,58 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
                superspeed = true;
 
        // Old descend control
-       if (player_settings.aux1_descends)
-       {
+       if (player_settings.aux1_descends) {
                // If free movement and fast movement, always move fast
-               if(free_move && fast_move)
+               if (free_move && fast_move)
                        superspeed = true;
 
                // Auxiliary button 1 (E)
-               if(control.aux1)
-               {
-                       if(free_move)
-                       {
+               if (control.aux1) {
+                       if (free_move) {
                                // In free movement mode, aux1 descends
-                               if(fast_move)
+                               if (fast_move)
                                        speedV.Y = -movement_speed_fast;
                                else
                                        speedV.Y = -movement_speed_walk;
-                       }
-                       else if(in_liquid || in_liquid_stable)
-                       {
+                       } else if (in_liquid || in_liquid_stable) {
                                speedV.Y = -movement_speed_walk;
                                swimming_vertical = true;
-                       }
-                       else if(is_climbing)
-                       {
+                       } else if (is_climbing) {
                                speedV.Y = -movement_speed_climb;
-                       }
-                       else
-                       {
+                       } else {
                                // If not free movement but fast is allowed, aux1 is
                                // "Turbo button"
-                               if(fast_move)
+                               if (fast_move)
                                        superspeed = true;
                        }
                }
-       }
-       // New minecraft-like descend control
-       else
-       {
+       } else {
+               // New minecraft-like descend control
+
                // Auxiliary button 1 (E)
-               if(control.aux1)
-               {
-                       if(!is_climbing)
-                       {
+               if (control.aux1) {
+                       if (!is_climbing) {
                                // aux1 is "Turbo button"
-                               if(fast_move)
+                               if (fast_move)
                                        superspeed = true;
                        }
                }
 
-               if(control.sneak)
-               {
-                       if(free_move)
-                       {
+               if (control.sneak) {
+                       if (free_move) {
                                // In free movement mode, sneak descends
                                if (fast_move && (control.aux1 || always_fly_fast))
                                        speedV.Y = -movement_speed_fast;
                                else
                                        speedV.Y = -movement_speed_walk;
-                       }
-                       else if(in_liquid || in_liquid_stable)
-                       {
-                               if(fast_climb)
+                       } else if (in_liquid || in_liquid_stable) {
+                               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) {
+                               if (fast_climb)
                                        speedV.Y = -movement_speed_fast;
                                else
                                        speedV.Y = -movement_speed_climb;
@@ -581,36 +573,32 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
                }
        }
 
-       if (continuous_forward)
-               speedH += move_direction;
+       if (control.up)
+               speedH += v3f(0.0f, 0.0f, 1.0f);
 
-       if (control.up) {
-               if (continuous_forward) {
-                       if (fast_move)
-                               superspeed = true;
-               } else {
-                       speedH += move_direction;
-               }
-       }
-       if (control.down) {
-               speedH -= move_direction;
-       }
-       if (!control.up && !control.down) {
-               speedH -= move_direction *
-                       (control.forw_move_joystick_axis / 32767.f);
-       }
-       if (control.left) {
-               speedH += move_direction.crossProduct(v3f(0,1,0));
-       }
-       if (control.right) {
-               speedH += move_direction.crossProduct(v3f(0,-1,0));
-       }
-       if (!control.left && !control.right) {
-               speedH -= move_direction.crossProduct(v3f(0,1,0)) *
-                       (control.sidew_move_joystick_axis / 32767.f);
+       if (control.down)
+               speedH -= v3f(0.0f, 0.0f, 1.0f);
+
+       if (!control.up && !control.down)
+               speedH -= v3f(0.0f, 0.0f, 1.0f) * (control.forw_move_joystick_axis / 32767.f);
+
+       if (control.left)
+               speedH += v3f(-1.0f, 0.0f, 0.0f);
+
+       if (control.right)
+               speedH += v3f(1.0f, 0.0f, 0.0f);
+
+       if (!control.left && !control.right)
+               speedH += v3f(1.0f, 0.0f, 0.0f) * (control.sidew_move_joystick_axis / 32767.f);
+
+       if (m_autojump) {
+               // release autojump after a given time
+               m_autojump_time -= dtime;
+               if (m_autojump_time <= 0.0f)
+                       m_autojump = false;
        }
-       if(control.jump)
-       {
+
+       if (control.jump) {
                if (free_move) {
                        if (player_settings.aux1_descends || always_fly_fast) {
                                if (fast_move)
@@ -618,37 +606,31 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
                                else
                                        speedV.Y = movement_speed_walk;
                        } else {
-                               if(fast_move && control.aux1)
+                               if (fast_move && control.aux1)
                                        speedV.Y = movement_speed_fast;
                                else
                                        speedV.Y = movement_speed_walk;
                        }
-               }
-               else if(m_can_jump)
-               {
+               } else if (m_can_jump || g_settings->getBool("jetpack")) {
                        /*
                                NOTE: The d value in move() affects jump height by
                                raising the height at which the jump speed is kept
                                at its starting value
                        */
                        v3f speedJ = getSpeed();
-                       if(speedJ.Y >= -0.5 * BS) {
+                       if (speedJ.Y >= -0.5f * BS || g_settings->getBool("jetpack")) {
                                speedJ.Y = movement_speed_jump * physics_override_jump;
                                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;
@@ -656,112 +638,153 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
        }
 
        // The speed of the player (Y is ignored)
-       if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
+       if (superspeed || (is_climbing && fast_climb) ||
+                       ((in_liquid || in_liquid_stable) && fast_climb))
                speedH = speedH.normalize() * movement_speed_fast;
-       else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
+       else if (control.sneak && !free_move && !in_liquid && !in_liquid_stable && !g_settings->getBool("no_slow"))
                speedH = speedH.normalize() * movement_speed_crouch;
        else
                speedH = speedH.normalize() * movement_speed_walk;
 
        // Acceleration increase
-       f32 incH = 0; // Horizontal (X, Z)
-       f32 incV = 0; // Vertical (Y)
-       if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
-       {
+       f32 incH = 0.0f; // Horizontal (X, Z)
+       f32 incV = 0.0f; // Vertical (Y)
+       if ((!touching_ground && !free_move && !is_climbing && !in_liquid) ||
+                       (!free_move && m_can_jump && control.jump)) {
                // Jumping and falling
-               if(superspeed || (fast_move && control.aux1))
+               if (superspeed || (fast_move && control.aux1))
                        incH = movement_acceleration_fast * BS * dtime;
                else
                        incH = movement_acceleration_air * BS * dtime;
-               incV = 0; // No vertical acceleration in air
-       }
-       else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
+               incV = 0.0f; // No vertical acceleration in air
+       } else if (superspeed || (is_climbing && fast_climb) ||
+                       ((in_liquid || in_liquid_stable) && fast_climb)) {
                incH = incV = movement_acceleration_fast * BS * dtime;
-       else
+       } else {
                incH = incV = movement_acceleration_default * BS * dtime;
+       }
 
        float slip_factor = 1.0f;
-       if (!free_move)
+       if (!free_move && !in_liquid && !in_liquid_stable)
                slip_factor = getSlipFactor(env, speedH);
 
+       // Don't sink when swimming in pitch mode
+       if (pitch_move && in_liquid) {
+               v3f controlSpeed = speedH + speedV;
+               if (controlSpeed.getLength() > 0.01f)
+                       swimming_pitch = true;
+       }
+
        // Accelerate to target speed with maximum increment
-       accelerateHorizontal(speedH * physics_override_speed,
-                       incH * physics_override_speed * slip_factor);
-       accelerateVertical(speedV * physics_override_speed,
-                       incV * physics_override_speed);
+       accelerate((speedH + speedV) * physics_override_speed,
+               incH * physics_override_speed * slip_factor, incV * physics_override_speed,
+               pitch_move);
 }
 
 v3s16 LocalPlayer::getStandingNodePos()
 {
-       if(m_sneak_node_exists)
+       if (m_sneak_node_exists)
                return m_sneak_node;
+
        return m_standing_node;
 }
 
 v3s16 LocalPlayer::getFootstepNodePos()
 {
+       // Emit swimming sound if the player is in liquid
        if (in_liquid_stable)
-               // Emit swimming sound if the player is in liquid
                return floatToInt(getPosition(), BS);
+
+       // BS * 0.05 below the player's feet ensures a 1/16th height
+       // nodebox is detected instead of the node below it.
        if (touching_ground)
-               // BS * 0.05 below the player's feet ensures a 1/16th height
-               // nodebox is detected instead of the node below it.
-               return floatToInt(getPosition() - v3f(0, BS * 0.05f, 0), BS);
+               return floatToInt(getPosition() - v3f(0.0f, BS * 0.05f, 0.0f), BS);
+
        // A larger distance below is necessary for a footstep sound
        // when landing after a jump or fall. BS * 0.5 ensures water
        // sounds when swimming in 1 node deep water.
-       return floatToInt(getPosition() - v3f(0, BS * 0.5f, 0), BS);
+       return floatToInt(getPosition() - v3f(0.0f, BS * 0.5f, 0.0f), BS);
 }
 
 v3s16 LocalPlayer::getLightPosition() const
 {
-       return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
+       return floatToInt(m_position + v3f(0.0f, BS * 1.5f, 0.0f), BS);
 }
 
 v3f LocalPlayer::getEyeOffset() const
 {
-       float eye_height = camera_barely_in_ceiling ?
-               m_eye_height - 0.125f : m_eye_height;
-       return v3f(0, BS * eye_height, 0);
+       float eye_height = camera_barely_in_ceiling ? m_eye_height - 0.125f : m_eye_height;
+       return v3f(0.0f, BS * eye_height, 0.0f);
 }
 
-// Horizontal acceleration (X and Z), Y direction is ignored
-void LocalPlayer::accelerateHorizontal(const v3f &target_speed,
-       const f32 max_increase)
+ClientActiveObject *LocalPlayer::getParent() const
 {
-        if (max_increase == 0)
-                return;
+       return (m_cao && ! g_settings->getBool("entity_speed")) ? m_cao->getParent() : nullptr;
+}
 
-       v3f d_wanted = target_speed - m_speed;
-       d_wanted.Y = 0.0f;
-       f32 dl = d_wanted.getLength();
-       if (dl > max_increase)
-               dl = max_increase;
+bool LocalPlayer::isDead() const
+{
+       FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized");
+       return !getCAO()->isImmortal() && hp == 0;
+}
 
-       v3f d = d_wanted.normalize() * dl;
+void LocalPlayer::tryReattach(int id)
+{
+       PointedThing pointed(id, v3f(0, 0, 0), v3s16(0, 0, 0), 0);
+       m_client->interact(INTERACT_PLACE, pointed);
+       m_cao->m_waiting_for_reattach = 10;
+}
 
-       m_speed.X += d.X;
-       m_speed.Z += d.Z;
+bool LocalPlayer::isWaitingForReattach() const
+{
+       return g_settings->getBool("entity_speed") && m_cao && ! m_cao->getParent() && m_cao->m_waiting_for_reattach > 0;
 }
 
-// Vertical acceleration (Y), X and Z directions are ignored
-void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_increase)
+// 3D acceleration
+void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
+       const f32 max_increase_V, const bool use_pitch)
 {
-       if (max_increase == 0)
-               return;
+       const f32 yaw = getYaw();
+       const f32 pitch = getPitch();
+       v3f flat_speed = m_speed;
+       // Rotate speed vector by -yaw and -pitch to make it relative to the player's yaw and pitch
+       flat_speed.rotateXZBy(-yaw);
+       if (use_pitch)
+               flat_speed.rotateYZBy(-pitch);
+
+       v3f d_wanted = target_speed - flat_speed;
+       v3f d;
+
+       // Then compare the horizontal and vertical components with the wanted speed
+       if (max_increase_H > 0.0f) {
+               v3f d_wanted_H = d_wanted * v3f(1.0f, 0.0f, 1.0f);
+               if (d_wanted_H.getLength() > max_increase_H)
+                       d += d_wanted_H.normalize() * max_increase_H;
+               else
+                       d += d_wanted_H;
+       }
+
+       if (max_increase_V > 0.0f) {
+               f32 d_wanted_V = d_wanted.Y;
+               if (d_wanted_V > max_increase_V)
+                       d.Y += max_increase_V;
+               else if (d_wanted_V < -max_increase_V)
+                       d.Y -= max_increase_V;
+               else
+                       d.Y += d_wanted_V;
+       }
 
-       f32 d_wanted = target_speed.Y - m_speed.Y;
-       if (d_wanted > max_increase)
-               d_wanted = max_increase;
-       else if (d_wanted < -max_increase)
-               d_wanted = -max_increase;
+       // Finally rotate it again
+       if (use_pitch)
+               d.rotateYZBy(pitch);
+       d.rotateXZBy(yaw);
 
-       m_speed.Y += d_wanted;
+       m_speed += d;
 }
 
 // Temporary option for old move code
 void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
-               std::vector<CollisionInfo> *collision_info)
+       std::vector<CollisionInfo> *collision_info)
 {
        Map *map = &env->getMap();
        const NodeDefManager *nodemgr = m_client->ndef();
@@ -769,9 +792,10 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
        v3f position = getPosition();
 
        // Copy parent position if local player is attached
-       if (isAttached) {
-               setPosition(overridePosition);
+       if (getParent()) {
+               setPosition(m_cao->getPosition());
                m_sneak_node_exists = false;
+               added_velocity = v3f(0.0f);
                return;
        }
 
@@ -784,10 +808,16 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
        if (free_move) {
                position += m_speed * dtime;
                setPosition(position);
+
+               touching_ground = false;
                m_sneak_node_exists = false;
+               added_velocity = v3f(0.0f);
                return;
        }
 
+       m_speed += added_velocity;
+       added_velocity = v3f(0.0f);
+
        /*
                Collision detection
        */
@@ -800,8 +830,8 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
        */
        if (in_liquid) {
                // If in liquid, the threshold of coming out is at higher y
-               pp = floatToInt(position + v3f(0, BS * 0.1, 0), BS);
-               node = map->getNodeNoEx(pp, &is_valid_position);
+               pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
+               node = map->getNode(pp, &is_valid_position);
                if (is_valid_position) {
                        in_liquid = nodemgr->get(node.getContent()).isLiquid();
                        liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
@@ -810,8 +840,8 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
                }
        } else {
                // If not in liquid, the threshold of going in is at lower y
-               pp = floatToInt(position + v3f(0, BS * 0.5, 0), BS);
-               node = map->getNodeNoEx(pp, &is_valid_position);
+               pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
+               node = map->getNode(pp, &is_valid_position);
                if (is_valid_position) {
                        in_liquid = nodemgr->get(node.getContent()).isLiquid();
                        liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
@@ -823,8 +853,8 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
        /*
                Check if player is in liquid (the stable value)
        */
-       pp = floatToInt(position + v3f(0, 0, 0), BS);
-       node = map->getNodeNoEx(pp, &is_valid_position);
+       pp = floatToInt(position + v3f(0.0f), BS);
+       node = map->getNode(pp, &is_valid_position);
        if (is_valid_position)
                in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
        else
@@ -833,17 +863,17 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
        /*
                Check if player is climbing
        */
-       pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS);
-       v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS);
-       node = map->getNodeNoEx(pp, &is_valid_position);
+       pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
+       v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
+       node = map->getNode(pp, &is_valid_position);
        bool is_valid_position2;
-       MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
+       MapNode node2 = map->getNode(pp2, &is_valid_position2);
 
        if (!(is_valid_position && is_valid_position2))
                is_climbing = false;
        else
                is_climbing = (nodemgr->get(node.getContent()).climbable ||
-                               nodemgr->get(node2.getContent()).climbable) && !free_move;
+                       nodemgr->get(node2.getContent()).climbable) && !free_move;
 
        /*
                Collision uncertainty radius
@@ -851,11 +881,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
        */
        //f32 d = pos_max_d * 1.1;
        // A fairly large value in here makes moving smoother
-       f32 d = 0.15 * BS;
+       f32 d = 0.15f * BS;
        // This should always apply, otherwise there are glitches
        sanity_check(d > pos_max_d);
        // Maximum distance over border for sneaking
-       f32 sneak_max = BS * 0.4;
+       f32 sneak_max = BS * 0.4f;
 
        /*
                If sneaking, keep in range from the last walked node and don't
@@ -864,14 +894,14 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
        if (control.sneak && m_sneak_node_exists &&
                        !(fly_allowed && player_settings.free_move) && !in_liquid &&
                        physics_override_sneak) {
-               f32 maxd = 0.5 * BS + sneak_max;
+               f32 maxd = 0.5f * BS + sneak_max;
                v3f lwn_f = intToFloat(m_sneak_node, BS);
                position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
                position.Z = rangelim(position.Z, lwn_f.Z - maxd, lwn_f.Z + maxd);
 
                if (!is_climbing) {
                        // Move up if necessary
-                       f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax;
+                       f32 new_y = (lwn_f.Y - 0.5f * BS) + m_sneak_node_bb_ymax;
                        if (position.Y < new_y)
                                position.Y = new_y;
                        /*
@@ -879,21 +909,27 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
                                sneaking over the edges of current sneaking_node.
                                TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
                        */
-                       if (m_speed.Y < 0)
-                               m_speed.Y = 0;
+                       if (m_speed.Y < 0.0f)
+                               m_speed.Y = 0.0f;
                }
        }
 
-       // this shouldn't be hardcoded but transmitted from server
-       float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
+       // TODO: This shouldn't be hardcoded but decided by the server
+       float player_stepheight = touching_ground ? (BS * 0.6f) : (BS * 0.2f);
 
-       v3f accel_f = v3f(0, 0, 0);
+       v3f accel_f;
        const v3f initial_position = position;
        const v3f initial_speed = m_speed;
 
        collisionMoveResult result = collisionMoveSimple(env, m_client,
                pos_max_d, m_collisionbox, player_stepheight, dtime,
-               &position, &m_speed, accel_f);
+               &position, &m_speed, accel_f, NULL, true, true);
+
+       // Positition was slightly changed; update standing node pos
+       if (touching_ground)
+               m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS);
+       else
+               m_standing_node = floatToInt(m_position, BS);
 
        /*
                If the player's feet touch the topside of any node, this is
@@ -904,35 +940,35 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
        bool touching_ground_was = touching_ground;
        touching_ground = result.touching_ground;
 
-    //bool standing_on_unloaded = result.standing_on_unloaded;
+       //bool standing_on_unloaded = result.standing_on_unloaded;
 
        /*
                Check the nodes under the player to see from which node the
-               player is sneaking from, if any.  If the node from under
+               player is sneaking from, if any. If the node from under
                the player has been removed, the player falls.
        */
-       f32 position_y_mod = 0.05 * BS;
-       if (m_sneak_node_bb_ymax > 0)
+       f32 position_y_mod = 0.05f * BS;
+       if (m_sneak_node_bb_ymax > 0.0f)
                position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
-       v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+       v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
        if (m_sneak_node_exists &&
-                       nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
+                       nodemgr->get(map->getNode(m_old_node_below)).name == "air" &&
                        m_old_node_below_type != "air") {
                // Old node appears to have been removed; that is,
                // it wasn't air before but now it is
                m_need_to_get_new_sneak_node = false;
                m_sneak_node_exists = false;
-       } else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") {
+       } else if (nodemgr->get(map->getNode(current_node)).name != "air") {
                // We are on something, so make sure to recalculate the sneak
                // node.
                m_need_to_get_new_sneak_node = true;
        }
 
        if (m_need_to_get_new_sneak_node && physics_override_sneak) {
-               m_sneak_node_bb_ymax = 0;
-               v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+               m_sneak_node_bb_ymax = 0.0f;
+               v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
                v2f player_p2df(position.X, position.Z);
-               f32 min_distance_f = 100000.0 * BS;
+               f32 min_distance_f = 100000.0f * BS;
                // If already seeking from some node, compare to it.
                v3s16 new_sneak_node = m_sneak_node;
                for (s16 x= -1; x <= 1; x++)
@@ -942,24 +978,24 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
                        v2f node_p2df(pf.X, pf.Z);
                        f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
                        f32 max_axis_distance_f = MYMAX(
-                                       std::fabs(player_p2df.X - node_p2df.X),
-                                       std::fabs(player_p2df.Y - node_p2df.Y));
+                               std::fabs(player_p2df.X - node_p2df.X),
+                               std::fabs(player_p2df.Y - node_p2df.Y));
 
                        if (distance_f > min_distance_f ||
-                                       max_axis_distance_f > 0.5 * BS + sneak_max + 0.1 * BS)
+                                       max_axis_distance_f > 0.5f * BS + sneak_max + 0.1f * BS)
                                continue;
 
                        // The node to be sneaked on has to be walkable
-                       node = map->getNodeNoEx(p, &is_valid_position);
+                       node = map->getNode(p, &is_valid_position);
                        if (!is_valid_position || !nodemgr->get(node).walkable)
                                continue;
                        // And the node above it has to be nonwalkable
-                       node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position);
+                       node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position);
                        if (!is_valid_position || nodemgr->get(node).walkable)
                                continue;
                        // If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
                        if (!physics_override_sneak_glitch) {
-                               node =map->getNodeNoEx(p + v3s16(0, 2, 0), &is_valid_position);
+                               node = map->getNode(p + v3s16(0, 2, 0), &is_valid_position);
                                if (!is_valid_position || nodemgr->get(node).walkable)
                                        continue;
                        }
@@ -968,14 +1004,14 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
                        new_sneak_node = p;
                }
 
-               bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9);
+               bool sneak_node_found = (min_distance_f < 100000.0f * BS * 0.9f);
 
                m_sneak_node = new_sneak_node;
                m_sneak_node_exists = sneak_node_found;
 
                if (sneak_node_found) {
-                       f32 cb_max = 0;
-                       MapNode n = map->getNodeNoEx(m_sneak_node);
+                       f32 cb_max = 0.0f;
+                       MapNode n = map->getNode(m_sneak_node);
                        std::vector<aabb3f> nodeboxes;
                        n.getCollisionBoxes(nodemgr, &nodeboxes);
                        for (const auto &box : nodeboxes) {
@@ -1003,7 +1039,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
        /*
                Report collisions
        */
-       // Dont report if flying
+       // Don't report if flying
        if (collision_info && !(player_settings.free_move && fly_allowed)) {
                for (const auto &info : result.collisions) {
                        collision_info->push_back(info);
@@ -1013,13 +1049,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
        if (!result.standing_on_object && !touching_ground_was && touching_ground) {
                m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
                // Set camera impact value to be used for view bobbing
-               camera_impact = getSpeed().Y * -1;
+               camera_impact = getSpeed().Y * -1.0f;
        }
 
        {
                camera_barely_in_ceiling = false;
                v3s16 camera_np = floatToInt(getEyePosition(), BS);
-               MapNode n = map->getNodeNoEx(camera_np);
+               MapNode n = map->getNode(camera_np);
                if (n.getContent() != CONTENT_IGNORE) {
                        if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
                                camera_barely_in_ceiling = true;
@@ -1029,24 +1065,25 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
        /*
                Update the node last under the player
        */
-       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;
+       m_old_node_below = floatToInt(position - v3f(0.0f, BS / 2.0f, 0.0f), BS);
+       m_old_node_below_type = nodemgr->get(map->getNode(m_old_node_below)).name;
 
        /*
                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->getNode(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) {
+                       m_speed.Y >= -0.5f * BS) {
                float jumpspeed = movement_speed_jump * physics_override_jump;
-               if (m_speed.Y > 1) {
+               if (m_speed.Y > 1.0f) {
                        // Reduce boost when speed already is high
-                       m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
+                       m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
                } else {
                        m_speed.Y += jumpspeed;
                }
@@ -1063,42 +1100,38 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
        // Slip on slippery nodes
        const NodeDefManager *nodemgr = env->getGameDef()->ndef();
        Map *map = &env->getMap();
-       const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
-                       getStandingNodePos()));
+       const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
        int slippery = 0;
        if (f.walkable)
                slippery = itemgroup_get(f.groups, "slippery");
 
        if (slippery >= 1) {
-               if (speedH == v3f(0.0f)) {
-                       slippery = slippery * 2;
-               }
+               if (speedH == v3f(0.0f))
+                       slippery *= 2;
+
                return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
        }
        return 1.0f;
 }
 
 void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
-               const collisionMoveResult &result, const v3f &initial_position,
-               const v3f &initial_speed, f32 pos_max_d)
+       const collisionMoveResult &result, const v3f &initial_position,
+       const v3f &initial_speed, f32 pos_max_d)
 {
        PlayerSettings &player_settings = getPlayerSettings();
        if (!player_settings.autojump)
                return;
 
-       if (m_autojump) {
-               // release autojump after a given time
-               m_autojump_time -= dtime;
-               if (m_autojump_time <= 0.0f)
-                       m_autojump = false;
+       if (m_autojump)
                return;
-       }
 
        bool control_forward = control.up ||
-                              (!control.up && !control.down &&
-                                              control.forw_move_joystick_axis < -0.05);
+               (!control.up && !control.down &&
+               control.forw_move_joystick_axis < -0.05f);
+
        bool could_autojump =
-                       m_can_jump && !control.jump && !control.sneak && control_forward;
+               m_can_jump && !control.jump && !control.sneak && control_forward;
+
        if (!could_autojump)
                return;
 
@@ -1122,9 +1155,9 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
        v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0);
        const NodeDefManager *ndef = env->getGameDef()->ndef();
        bool is_position_valid;
-       for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; z++) {
-               for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; x++) {
-                       MapNode n = env->getMap().getNodeNoEx(v3s16(x, ceilpos_max.Y, z), &is_position_valid);
+       for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; ++z) {
+               for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; ++x) {
+                       MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid);
 
                        if (!is_position_valid)
                                break;  // won't collide with the void outside
@@ -1142,8 +1175,7 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
 
        // try at peak of jump, zero step height
        collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
-                       m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed,
-                       v3f(0, 0, 0));
+               m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f), NULL, true, true);
 
        // see if we can get a little bit farther horizontally if we had
        // jumped
@@ -1156,3 +1188,4 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
                m_autojump_time = 0.1f;
        }
 }
+