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;
If sneaking, keep in range from the last walked node and don't
fall off from it
*/
- if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
+ if(control.sneak && m_sneak_node_exists &&
+ !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
+ physics_override_sneak)
{
f32 maxd = 0.5*BS + sneak_max;
v3f lwn_f = intToFloat(m_sneak_node, BS);
}
}
- /*
- 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);
/*
// node.
m_need_to_get_new_sneak_node = true;
}
- if(m_need_to_get_new_sneak_node)
+ if(m_need_to_get_new_sneak_node && physics_override_sneak)
{
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
v2f player_p2df(position.X, position.Z);
// And the node above it has to be nonwalkable
if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true)
continue;
+ if (!physics_override_sneak_glitch) {
+ if (nodemgr->get(map->getNode(p+v3s16(0,2,0))).walkable)
+ continue;
+ }
}
catch(InvalidPositionException &e)
{
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;
}
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;
{
if(m_sneak_node_exists)
return m_sneak_node;
- return floatToInt(getPosition(), BS);
+ return floatToInt(getPosition() - v3f(0, BS, 0), BS);
}