From 5c3c965c1a6e1fb5957d441c2d04d8470b80d710 Mon Sep 17 00:00:00 2001 From: gregorycu Date: Sun, 1 Feb 2015 14:40:50 +1100 Subject: [PATCH] Fix detection of sneaking node This fixes bug 1551 --- src/localplayer.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 1a59504e..aee86220 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -230,7 +230,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, player is sneaking from, if any. If the node from under the player has been removed, the player falls. */ - v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS); + v3s16 current_node = floatToInt(position - v3f(0, 0.05 * BS, 0), BS); if(m_sneak_node_exists && nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" && m_old_node_below_type != "air") @@ -248,7 +248,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, } if(m_need_to_get_new_sneak_node && physics_override_sneak) { - v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS); + v3s16 pos_i_bottom = floatToInt(position - v3f(0, 0.05 * BS ,0), BS); v2f player_p2df(position.X, position.Z); f32 min_distance_f = 100000.0*BS; // If already seeking from some node, compare to it.