Fix player teleportation bug whilst sneaking
Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player it fixes #2876master
parent
5a40a7dad8
commit
c0b6986e38
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@ -183,7 +183,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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*/
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*/
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if (control.sneak && m_sneak_node_exists &&
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if (control.sneak && m_sneak_node_exists &&
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!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
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!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
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physics_override_sneak) {
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physics_override_sneak && !got_teleported) {
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f32 maxd = 0.5 * BS + sneak_max;
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f32 maxd = 0.5 * BS + sneak_max;
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v3f lwn_f = intToFloat(m_sneak_node, BS);
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v3f lwn_f = intToFloat(m_sneak_node, BS);
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position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
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position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
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@ -204,6 +204,9 @@ 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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if (got_teleported)
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got_teleported = false;
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// this shouldn't be hardcoded but transmitted from server
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// this shouldn't be hardcoded but transmitted from server
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float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
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float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
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@ -552,6 +552,7 @@ void Client::handleCommand_MovePlayer(NetworkPacket* pkt)
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*pkt >> pos >> pitch >> yaw;
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*pkt >> pos >> pitch >> yaw;
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player->got_teleported = true;
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player->setPosition(pos);
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player->setPosition(pos);
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infostream << "Client got TOCLIENT_MOVE_PLAYER"
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infostream << "Client got TOCLIENT_MOVE_PLAYER"
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@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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Player::Player(IGameDef *gamedef, const char *name):
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Player::Player(IGameDef *gamedef, const char *name):
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got_teleported(false),
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touching_ground(false),
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touching_ground(false),
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in_liquid(false),
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in_liquid(false),
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in_liquid_stable(false),
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in_liquid_stable(false),
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@ -318,6 +318,7 @@ public:
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// Use a function, if isDead can be defined by other conditions
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// Use a function, if isDead can be defined by other conditions
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bool isDead() { return hp == 0; }
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bool isDead() { return hp == 0; }
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bool got_teleported;
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bool touching_ground;
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bool touching_ground;
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// This oscillates so that the player jumps a bit above the surface
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// This oscillates so that the player jumps a bit above the surface
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bool in_liquid;
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bool in_liquid;
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