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 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);
// 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(m_sneak_node_exists)
return m_sneak_node;
- return floatToInt(getPosition(), BS);
+ return floatToInt(getPosition() - v3f(0, BS, 0), BS);
}