From 369177aa8015d75f4cb18c65f435efc1f2a9e05a Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 16 Oct 2011 18:45:17 +0300 Subject: [PATCH] Better player damage prevention when falling on unloaded blocks, not involving getting stuck in there. --- src/environment.cpp | 9 ++------- src/player.cpp | 29 ++++++++++------------------- src/player.h | 1 - 3 files changed, 12 insertions(+), 27 deletions(-) diff --git a/src/environment.cpp b/src/environment.cpp index d7bbadd..1d68412 100644 --- a/src/environment.cpp +++ b/src/environment.cpp @@ -1671,11 +1671,6 @@ void ClientEnvironment::step(float dtime) */ 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(); @@ -1733,7 +1728,7 @@ void ClientEnvironment::step(float dtime) v3f lplayerpos = lplayer->getPosition(); // Apply physics - if(free_move == false && is_climbing == false && is_frozen == false) + if(free_move == false && is_climbing == false) { // Gravity v3f speed = lplayer->getSpeed(); @@ -1767,7 +1762,7 @@ void ClientEnvironment::step(float dtime) while(dtime_downcount > 0.001); //std::cout<<"Looped "<::Iterator i = player_collisions.begin(); i != player_collisions.end(); i++) diff --git a/src/player.cpp b/src/player.cpp index 6a77425..7329118 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -33,7 +33,6 @@ Player::Player(): in_water_stable(false), is_climbing(false), swimming_up(false), - is_frozen(false), inventory_backup(NULL), craftresult_is_preview(true), hp(20), @@ -335,19 +334,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, /* Calculate new position */ - 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; - } + 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"); if(free_move) @@ -505,6 +493,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, < nodebox = getNodeBox(v3s16(x,y,z), BS); @@ -546,6 +535,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z ){ touching_ground = true; + if(is_unloaded) + standing_on_unloaded = true; } // If player doesn't intersect with node, ignore node. @@ -727,7 +718,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, if(collision_info) { // Report fall collision - if(old_speed.Y < m_speed.Y - 0.1) + if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded) { CollisionInfo info; info.t = COLLISION_FALL; diff --git a/src/player.h b/src/player.h index ce10019..a352c1b 100644 --- a/src/player.h +++ b/src/player.h @@ -150,7 +150,6 @@ public: bool in_water_stable; bool is_climbing; bool swimming_up; - bool is_frozen; u8 light;