Pause in unloaded territory instead of collide
parent
faf3d7902a
commit
bd72091150
|
@ -1512,6 +1512,11 @@ void ClientEnvironment::step(float dtime)
|
|||
Get the speed the player is going
|
||||
*/
|
||||
bool is_climbing = lplayer->is_climbing;
|
||||
|
||||
/*
|
||||
Check if the player is frozen (don't apply physics)
|
||||
*/
|
||||
bool is_frozen = lplayer->is_frozen;
|
||||
|
||||
f32 player_speed = 0.001; // just some small value
|
||||
player_speed = lplayer->getSpeed().getLength();
|
||||
|
@ -1570,7 +1575,7 @@ void ClientEnvironment::step(float dtime)
|
|||
v3f lplayerpos = lplayer->getPosition();
|
||||
|
||||
// Apply physics
|
||||
if(free_move == false && is_climbing == false)
|
||||
if(free_move == false && is_climbing == false && is_frozen == false)
|
||||
{
|
||||
// Gravity
|
||||
v3f speed = lplayer->getSpeed();
|
||||
|
|
|
@ -330,7 +330,18 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
|||
/*
|
||||
Calculate new position
|
||||
*/
|
||||
position += m_speed * dtime;
|
||||
if(is_frozen) {
|
||||
// Still move very slowly so as not to feel all completely stuck
|
||||
position += m_speed * dtime * 0.001;
|
||||
}
|
||||
else {
|
||||
position += m_speed * dtime;
|
||||
}
|
||||
|
||||
/*
|
||||
If the player enters an unloaded chunk this is set to true.
|
||||
*/
|
||||
is_frozen = false;
|
||||
|
||||
// Skip collision detection if a special movement mode is used
|
||||
bool free_move = g_settings.getBool("free_move");
|
||||
|
@ -503,8 +514,11 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
|||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
// Doing nothing here will block the player from
|
||||
// walking over map borders
|
||||
if(!is_frozen) {
|
||||
// freeze when entering unloaded areas
|
||||
is_frozen = true;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
|
||||
|
|
|
@ -142,6 +142,7 @@ public:
|
|||
bool in_water_stable;
|
||||
bool is_climbing;
|
||||
bool swimming_up;
|
||||
bool is_frozen;
|
||||
|
||||
Inventory inventory;
|
||||
// Actual inventory is backed up here when creative mode is used
|
||||
|
|
Loading…
Reference in New Issue