improved player fall damage detection

master
Perttu Ahola 2011-06-26 15:45:13 +03:00
parent c1ceabef71
commit 3b098fd5dc
1 changed files with 35 additions and 3 deletions

View File

@ -309,6 +309,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
v3f oldpos = position;
v3s16 oldpos_i = floatToInt(oldpos, BS);
v3f old_speed = m_speed;
/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
<<oldpos_i.Z<<")"<<std::endl;*/
@ -405,8 +407,23 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
if(position.Y < min_y)
{
position.Y = min_y;
//v3f old_speed = m_speed;
if(m_speed.Y < 0)
m_speed.Y = 0;
/*if(collision_info)
{
// Report fall collision
if(old_speed.Y < m_speed.Y - 0.1)
{
CollisionInfo info;
info.t = COLLISION_FALL;
info.speed = m_speed.Y - old_speed.Y;
collision_info->push_back(info);
}
}*/
}
}
@ -557,13 +574,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
*/
if(other_axes_overlap && main_axis_collides)
{
v3f old_speed = m_speed;
//v3f old_speed = m_speed;
m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
position -= position.dotProduct(dirs[i]) * dirs[i];
position += oldpos.dotProduct(dirs[i]) * dirs[i];
if(collision_info)
/*if(collision_info)
{
// Report fall collision
if(old_speed.Y < m_speed.Y - 0.1)
@ -573,7 +590,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
info.speed = m_speed.Y - old_speed.Y;
collision_info->push_back(info);
}
}
}*/
}
}
@ -656,6 +673,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
Set new position
*/
setPosition(position);
/*
Report collisions
*/
if(collision_info)
{
// Report fall collision
if(old_speed.Y < m_speed.Y - 0.1)
{
CollisionInfo info;
info.t = COLLISION_FALL;
info.speed = m_speed.Y - old_speed.Y;
collision_info->push_back(info);
}
}
}
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)