playersao->setBasePosition(position);
player->setSpeed(speed);
- playersao->setPitch(pitch);
- playersao->setYaw(yaw);
+ playersao->setLookPitch(pitch);
+ playersao->setPlayerYaw(yaw);
playersao->setFov(fov);
playersao->setWantedRange(wanted_range);
player->keyPressed = keyPressed;
ma->to_inv.applyCurrentPlayer(player->getName());
setInventoryModified(ma->from_inv, false);
- setInventoryModified(ma->to_inv, false);
+ if (ma->from_inv != ma->to_inv) {
+ setInventoryModified(ma->to_inv, false);
+ }
bool from_inv_is_current_player =
(ma->from_inv.type == InventoryLocation::PLAYER) &&
// Check for out-of-range interaction
if (remote->type == InventoryLocation::NODEMETA) {
v3f node_pos = intToFloat(remote->p, BS);
- v3f player_pos = player->getPlayerSAO()->getBasePosition();
+ v3f player_pos = player->getPlayerSAO()->getEyePosition();
f32 d = player_pos.getDistanceFrom(node_pos);
if (!checkInteractDistance(player, d, "inventory"))
return;
void Server::handleCommand_Damage(NetworkPacket* pkt)
{
- u8 damage;
+ u16 damage;
*pkt >> damage;
return;
}
- if (g_settings->getBool("enable_damage")) {
+ if (!playersao->isImmortal()) {
if (playersao->isDead()) {
verbosestream << "Server::ProcessData(): Info: "
"Ignoring damage as player " << player->getName()
<< std::endl;
PlayerHPChangeReason reason(PlayerHPChangeReason::FALL);
- playersao->setHP(playersao->getHP() - damage, reason);
+ playersao->setHP((s32)playersao->getHP() - (s32)damage, reason);
SendPlayerHPOrDie(playersao, reason);
}
}
// the previous addition has been successfully removed
}
-bool Server::checkInteractDistance(RemotePlayer *player, const f32 d, const std::string what)
+bool Server::checkInteractDistance(RemotePlayer *player, const f32 d, const std::string &what)
{
PlayerSAO *playersao = player->getPlayerSAO();
const InventoryList *hlist = playersao->getInventory()->getList("hand");
else if (max_d < 0)
max_d = BS * 4.0f;
- // cube diagonal: sqrt(3) = 1.732
- if (d > max_d * 1.732) {
+ // Cube diagonal * 1.5 for maximal supported node extents:
+ // sqrt(3) * 1.5 ≅ 2.6
+ if (d > max_d + 2.6f * BS) {
actionstream << "Player " << player->getName()
<< " tried to access " << what
<< " from too far: "
if ((action == 0 || action == 2 || action == 3 || action == 4) &&
enable_anticheat && !isSingleplayer()) {
- float d = player_pos.getDistanceFrom(pointed_pos_under);
+ float d = playersao->getEyePosition()
+ .getDistanceFrom(pointed_pos_under);
+
if (!checkInteractDistance(player, d, pointed.dump())) {
// Re-send block to revert change on client-side
RemoteClient *client = getClient(pkt->getPeerId());
if (pointed_object->isGone())
return;
- actionstream<<player->getName()<<" punches object "
- <<pointed.object_id<<": "
- <<pointed_object->getDescription()<<std::endl;
-
ItemStack punchitem = playersao->getWieldedItemOrHand();
ToolCapabilities toolcap =
punchitem.getToolCapabilities(m_itemdef);
float time_from_last_punch =
playersao->resetTimeFromLastPunch();
- s16 src_original_hp = pointed_object->getHP();
- s16 dst_origin_hp = playersao->getHP();
+ u16 src_original_hp = pointed_object->getHP();
+ u16 dst_origin_hp = playersao->getHP();
pointed_object->punch(dir, &toolcap, playersao,
time_from_last_punch);