Sneak glitch: Detect ledge for 2-node climb-up
Re-creates the old sneak-jump behaviour in new code. Enabled by the 'sneak glitch' physics override. When a ledge is detected the jump speed modifier is set to the larger of 'physics override jump' and 1.3 to allow a 2-node climb-up. An unexpected side-effect is the simple sneak ladder working smoothly.master
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eb587996e4
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59911761ef
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@ -70,6 +70,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
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m_sneak_node_exists(false),
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m_sneak_node_exists(false),
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m_need_to_get_new_sneak_node(true),
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m_need_to_get_new_sneak_node(true),
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m_sneak_ladder_detected(false),
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m_sneak_ladder_detected(false),
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m_ledge_detected(false),
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m_old_node_below(32767,32767,32767),
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m_old_node_below(32767,32767,32767),
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m_old_node_below_type("air"),
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m_old_node_below_type("air"),
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m_can_jump(false),
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m_can_jump(false),
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@ -149,6 +150,29 @@ static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos)
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return false;
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return false;
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}
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}
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static bool detectLedge(Map *map, INodeDefManager *nodemgr, v3s16 pos)
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{
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bool is_valid_position;
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MapNode node;
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// X/Z vectors for 4 neighboring nodes
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static const v2s16 vecs[] = {v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1)};
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for (u16 i = 0; i < ARRLEN(vecs); i++) {
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const v2s16 vec = vecs[i];
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node = GETNODE(map, pos, vec, 1, &is_valid_position);
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if (is_valid_position && nodemgr->get(node).walkable) {
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// Ledge exists
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node = GETNODE(map, pos, vec, 2, &is_valid_position);
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if (is_valid_position && !nodemgr->get(node).walkable)
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// Space above ledge exists
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return true;
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}
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}
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return false;
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}
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#undef GETNODE
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#undef GETNODE
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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@ -409,6 +433,13 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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}
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}
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}
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}
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/*
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If 'sneak glitch' enabled detect ledge for old sneak-jump
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behaviour of climbing onto a ledge 2 nodes up.
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*/
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if (physics_override_sneak_glitch && control.sneak && control.jump)
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m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS));
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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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@ -648,10 +679,18 @@ void LocalPlayer::applyControl(float dtime)
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at its starting value
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at its starting value
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*/
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*/
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v3f speedJ = getSpeed();
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v3f speedJ = getSpeed();
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if(speedJ.Y >= -0.5 * BS)
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if(speedJ.Y >= -0.5 * BS) {
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{
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if (m_ledge_detected) {
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speedJ.Y = movement_speed_jump * physics_override_jump;
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// Limit jump speed to a minimum that allows
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setSpeed(speedJ);
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// jumping up onto a ledge 2 nodes up.
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speedJ.Y = movement_speed_jump *
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MYMAX(physics_override_jump, 1.3f);
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setSpeed(speedJ);
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m_ledge_detected = false;
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} else {
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speedJ.Y = movement_speed_jump * physics_override_jump;
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setSpeed(speedJ);
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}
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MtEvent *e = new SimpleTriggerEvent("PlayerJump");
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MtEvent *e = new SimpleTriggerEvent("PlayerJump");
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m_client->event()->put(e);
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m_client->event()->put(e);
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@ -146,6 +146,9 @@ private:
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// Whether a "sneak ladder" structure is detected at the players pos
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// Whether a "sneak ladder" structure is detected at the players pos
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// see detectSneakLadder() in the .cpp for more info (always false if disabled)
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// see detectSneakLadder() in the .cpp for more info (always false if disabled)
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bool m_sneak_ladder_detected;
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bool m_sneak_ladder_detected;
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// Whether a 2-node-up ledge is detected at the players pos,
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// see detectLedge() in the .cpp for more info (always false if disabled).
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bool m_ledge_detected;
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// Node below player, used to determine whether it has been removed,
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// Node below player, used to determine whether it has been removed,
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// and its old type
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// and its old type
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