v3s16 LocalPlayer::getFootstepNodePos()
{
+ v3f feet_pos = getPosition() + v3f(0.0f, m_collisionbox.MinEdge.Y, 0.0f);
+
// Emit swimming sound if the player is in liquid
if (in_liquid_stable)
- return floatToInt(getPosition(), BS);
+ return floatToInt(feet_pos, 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)
- return floatToInt(getPosition() - v3f(0.0f, BS * 0.05f, 0.0f), BS);
+ return floatToInt(feet_pos - 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(0.0f, BS * 0.5f, 0.0f), BS);
+ return floatToInt(feet_pos - v3f(0.0f, BS * 0.5f, 0.0f), BS);
}
v3s16 LocalPlayer::getLightPosition() const