last_pitch(0),
last_yaw(0),
last_keyPressed(0),
+ hotbar_image(""),
+ hotbar_selected_image(""),
m_sneak_node(32767,32767,32767),
m_sneak_node_exists(false),
m_old_node_below(32767,32767,32767),
if(isAttached)
{
setPosition(overridePosition);
+ m_sneak_node_exists = false;
return;
}
{
position += m_speed * dtime;
setPosition(position);
+ m_sneak_node_exists = false;
return;
}
// This should always apply, otherwise there are glitches
assert(d > pos_max_d);
- float player_radius = BS*0.30;
- float player_height = BS*1.55;
-
// Maximum distance over border for sneaking
f32 sneak_max = BS*0.4;
}
}
- /*
- Calculate player collision box (new and old)
- */
- core::aabbox3d<f32> playerbox(
- -player_radius,
- 0.0,
- -player_radius,
- player_radius,
- player_height,
- player_radius
- );
-
float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
v3f accel_f = v3f(0,0,0);
collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
- pos_max_d, playerbox, player_stepheight, dtime,
+ pos_max_d, m_collisionbox, player_stepheight, dtime,
position, m_speed, accel_f);
/*
if(!touching_ground_was && touching_ground){
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
m_gamedef->event()->put(e);
+
+ // Set camera impact value to be used for view bobbing
+ camera_impact = getSpeed().Y * -1;
}
{
bool free_move = fly_allowed && g_settings->getBool("free_move");
bool fast_move = fast_allowed && g_settings->getBool("fast_move");
- bool fast_or_aux1_descends = (fast_move && control.aux1) || (fast_move && g_settings->getBool("aux1_descends"));
+ // 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 && !g_settings->getBool("aux1_descends");
bool continuous_forward = g_settings->getBool("continuous_forward");
// Whether superspeed mode is used or not
}
else if(in_liquid || in_liquid_stable)
{
- // 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
- speedV.Y = -movement_speed_fast;
+ speedV.Y = -movement_speed_walk;
swimming_vertical = true;
}
else if(is_climbing)
{
- // 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
- speedV.Y = -movement_speed_fast;
+ speedV.Y = -movement_speed_climb;
}
else
{
}
else if(in_liquid || in_liquid_stable)
{
- if(fast_or_aux1_descends)
- // 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
+ if(fast_climb)
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_walk;
}
else if(is_climbing)
{
- if(fast_or_aux1_descends)
- // 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
+ if(fast_climb)
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_climb;
v3f speedJ = getSpeed();
if(speedJ.Y >= -0.5 * BS)
{
- speedJ.Y = movement_speed_jump;
+ speedJ.Y = movement_speed_jump * physics_override_jump;
setSpeed(speedJ);
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
}
else if(in_liquid)
{
- if(fast_or_aux1_descends)
- // 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
+ if(fast_climb)
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_walk;
}
else if(is_climbing)
{
- if(fast_or_aux1_descends)
- // 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
+ if(fast_climb)
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_climb;
}
// The speed of the player (Y is ignored)
- if(superspeed || (is_climbing && fast_or_aux1_descends) || ((in_liquid || in_liquid_stable) && fast_or_aux1_descends))
+ 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)
speedH = speedH.normalize() * movement_speed_crouch;
incH = movement_acceleration_air * BS * dtime;
incV = 0; // No vertical acceleration in air
}
- else if(superspeed || (fast_move && control.aux1))
- incH = incV = movement_acceleration_fast * BS * dtime;
- else if ((in_liquid || in_liquid_stable) && fast_or_aux1_descends)
- // 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
+ else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
incH = incV = movement_acceleration_fast * BS * dtime;
else
incH = incV = movement_acceleration_default * BS * dtime;
// Accelerate to target speed with maximum increment
- accelerateHorizontal(speedH, incH);
- accelerateVertical(speedV, incV);
+ accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
+ accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
}
v3s16 LocalPlayer::getStandingNodePos()