std::vector<CollisionInfo> *collision_info)
{}
- const v3f &getSpeed() const
+ v3f getSpeed() const
{
return m_speed;
}
- void setSpeed(const v3f &speed)
+ void setSpeed(v3f speed)
{
+ clampToF1000(speed);
m_speed = speed;
}
return os.str();
}
-void PlayerSAO::setBasePosition(const v3f &position)
+void PlayerSAO::setBasePosition(v3f position)
{
+ // It's not entirely clear which parts of the network protocol still use
+ // v3f1000, but the script API enforces its bound on all float vectors
+ // (maybe it shouldn't?). For that reason we need to make sure the position
+ // isn't ever set to values that fail this restriction.
+ clampToF1000(position);
+
if (m_player && position != m_base_position)
m_player->setDirty(true);
setBasePosition(pos);
// Movement caused by this command is always valid
- m_last_good_position = pos;
+ m_last_good_position = getBasePosition();
m_move_pool.empty();
m_time_from_last_teleport = 0.0;
m_env->getGameDef()->SendMovePlayer(m_peer_id);
setBasePosition(pos);
// Movement caused by this command is always valid
- m_last_good_position = pos;
+ m_last_good_position = getBasePosition();
m_move_pool.empty();
m_time_from_last_teleport = 0.0;
m_env->getGameDef()->SendMovePlayer(m_peer_id);
std::string getClientInitializationData(u16 protocol_version) override;
void getStaticData(std::string *result) const override;
void step(float dtime, bool send_recommended) override;
- void setBasePosition(const v3f &position);
+ void setBasePosition(v3f position);
void setPos(const v3f &pos) override;
void moveTo(v3f pos, bool continuous) override;
void setPlayerYaw(const float yaw);
//// More serialization stuff
////
+inline void clampToF1000(float &v)
+{
+ v = core::clamp(v, F1000_MIN, F1000_MAX);
+}
+
+inline void clampToF1000(v3f &v)
+{
+ clampToF1000(v.X);
+ clampToF1000(v.Y);
+ clampToF1000(v.Z);
+}
+
// Creates a string with the length as the first two bytes
std::string serializeString16(const std::string &plain);