sneaking bug fixing
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607f548712
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d34c19f553
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@ -337,7 +337,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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Make it a bit larger than the maximum distance of movement
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Make it a bit larger than the maximum distance of movement
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*/
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*/
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//f32 d = pos_max_d * 1.1;
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//f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving much smoother
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// A fairly large value in here makes moving smoother
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f32 d = 0.15*BS;
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f32 d = 0.15*BS;
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// This should always apply, otherwise there are glitches
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// This should always apply, otherwise there are glitches
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@ -418,9 +418,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
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{
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{
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try{
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try{
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if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
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// Player collides into walkable nodes
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if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
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continue;
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continue;
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}
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}
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}
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catch(InvalidPositionException &e)
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catch(InvalidPositionException &e)
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{
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{
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@ -533,24 +533,24 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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} // xyz
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} // xyz
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/*
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/*
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//Check the neighbors of m_sneak_node that are closer to
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Check the nodes under the player to see from which node the
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//the player. If walkable, set m_sneak_node to such.
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player is sneaking from, if any.
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Check the nodes under the player to see if the player can
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sneak.
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*/
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*/
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{
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{
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
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v2f player_p2df(position.X, position.Z);
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v2f player_p2df(position.X, position.Z);
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f32 min_distance_f = 100000.0*BS;
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f32 min_distance_f = 100000.0*BS;
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if(m_sneak_node_exists)
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// If already seeking from some node, compare to it.
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/*if(m_sneak_node_exists)
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{
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{
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v3f sneaknode_pf = intToFloat(m_sneak_node);
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v3f sneaknode_pf = intToFloat(m_sneak_node);
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v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
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v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
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f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
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f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
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f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
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f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
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// Ignore if player is not on the same level (likely dropped)
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if(d_vert_f < 0.15*BS)
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if(d_vert_f < 0.15*BS)
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min_distance_f = d_horiz_f;
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min_distance_f = d_horiz_f;
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}
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}*/
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v3s16 new_sneak_node = m_sneak_node;
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v3s16 new_sneak_node = m_sneak_node;
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for(s16 x=-1; x<=1; x++)
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for(s16 x=-1; x<=1; x++)
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for(s16 z=-1; z<=1; z++)
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for(s16 z=-1; z<=1; z++)
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@ -564,12 +564,16 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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fabs(player_p2df.Y-node_p2df.Y));
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fabs(player_p2df.Y-node_p2df.Y));
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if(distance_f > min_distance_f ||
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if(distance_f > min_distance_f ||
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max_axis_distance_f > sneak_max+0.1*BS)
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max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
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continue;
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continue;
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try{
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try{
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// The node to be sneaked on has to be walkable
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if(content_walkable(map.getNode(p).d) == false)
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if(content_walkable(map.getNode(p).d) == false)
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continue;
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continue;
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// And the node above it has to be nonwalkable
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if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
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continue;
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}
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}
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catch(InvalidPositionException &e)
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catch(InvalidPositionException &e)
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{
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{
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@ -580,19 +584,27 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
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new_sneak_node = p;
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new_sneak_node = p;
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}
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}
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m_sneak_node = new_sneak_node;
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bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
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m_sneak_node_exists = (min_distance_f < 100000.0*BS*0.9);
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if(control.sneak && m_sneak_node_exists)
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{
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if(sneak_node_found)
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m_sneak_node = new_sneak_node;
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}
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else
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{
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m_sneak_node = new_sneak_node;
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m_sneak_node_exists = sneak_node_found;
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}
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/*
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If sneaking, the player's collision box can be in air, so
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this has to be set explicitly
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*/
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if(sneak_node_found && control.sneak)
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touching_ground = true;
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}
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}
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/*
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If sneaking, the player's collision box can be in air, so
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this has to be set explicitly
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NOTE: Not allowed, because jumping in the situation can drop
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the player
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*/
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/*if(m_sneak_node_exists)
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touching_ground = true;*/
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/*
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/*
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Set new position
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Set new position
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*/
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*/
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