Ladders implemented!
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bc2819cab2
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@ -314,6 +314,7 @@ void content_mapnode_init()
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f->solidness = 0;
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f->air_equivalent = true;
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f->walkable = false;
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f->climbable = true;
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setWoodLikeDiggingProperties(f->digging_properties, 0.5);
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// Deprecated
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@ -128,6 +128,8 @@ struct ContentFeatures
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bool pointable;
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// Player can dig these
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bool diggable;
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// Player can climb these
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bool climbable;
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// Player can build on these
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bool buildable_to;
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// Whether the node has no liquid, source liquid or flowing liquid
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@ -171,6 +173,7 @@ struct ContentFeatures
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walkable = true;
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pointable = true;
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diggable = true;
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climbable = false;
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buildable_to = false;
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liquid_type = LIQUID_NONE;
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wall_mounted = false;
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@ -375,6 +375,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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in_water_stable = false;
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}
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/*
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Check if player is climbing
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*/
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try {
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v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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is_climbing = (content_features(map.getNode(pp).d).climbable ||
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content_features(map.getNode(pp2).d).climbable);
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}
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catch(InvalidPositionException &e)
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{
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is_climbing = false;
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}
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/*
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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@ -461,7 +476,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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Player is allowed to jump when this is true.
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*/
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touching_ground = false;
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/*std::cout<<"Checking collisions for ("
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<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
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<<") -> ("
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@ -814,6 +829,19 @@ void LocalPlayer::applyControl(float dtime)
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}
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}
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if (is_climbing) {
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if (control.up || control.left || control.right || control.down) {
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v3f speed = getSpeed();
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speed.Y = 2*BS;
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setSpeed(speed);
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}
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else {
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v3f speed = getSpeed();
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speed.Y = -2*BS;
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setSpeed(speed);
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}
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}
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// The speed of the player (Y is ignored)
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if(superspeed)
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speed = speed.normalize() * walkspeed_max * 5.0;
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@ -118,6 +118,7 @@ public:
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bool in_water;
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// This is more stable and defines the maximum speed of the player
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bool in_water_stable;
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bool is_climbing;
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bool swimming_up;
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Inventory inventory;
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