Fix falling through nodes on world load (fixes #2784)
On world load the collision code can not see node boxes, since the nodes have not been loaded. Thus it collided only at the next full node. However, standing on a slab on world load leaded to sinking into it until the world finished loading. Then one maybe fell further, if the node below was not walkable. Now, with this commit, when no node around the player has been loaded it simply does not move the player.
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@ -245,6 +245,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
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s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
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s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
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s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
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bool any_position_valid = false;
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for(s16 x = min_x; x <= max_x; x++)
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for(s16 x = min_x; x <= max_x; x++)
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for(s16 y = min_y; y <= max_y; y++)
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for(s16 y = min_y; y <= max_y; y++)
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for(s16 z = min_z; z <= max_z; z++)
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for(s16 z = min_z; z <= max_z; z++)
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@ -257,6 +259,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if (is_position_valid) {
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if (is_position_valid) {
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// Object collides into walkable nodes
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// Object collides into walkable nodes
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any_position_valid = true;
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const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
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const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
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if(f.walkable == false)
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if(f.walkable == false)
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continue;
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continue;
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@ -289,6 +292,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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is_object.push_back(false);
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is_object.push_back(false);
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}
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}
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}
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}
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// Do not move if world has not loaded yet, since custom node boxes
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// are not available for collision detection.
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if (!any_position_valid)
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return result;
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} // tt2
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} // tt2
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if(collideWithObjects)
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if(collideWithObjects)
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@ -298,7 +307,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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/* add object boxes to cboxes */
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/* add object boxes to cboxes */
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std::vector<ActiveObject*> objects;
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std::vector<ActiveObject*> objects;
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#ifndef SERVER
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#ifndef SERVER
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ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
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ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
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