Entity: Switched detection of ground to use g_BlockIsSolid global variable.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1499 0a769ca7-a7f5-676a-18bf-c427514a06d6master
parent
088a79211b
commit
8519ff4db9
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@ -225,12 +225,12 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
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int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
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BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
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if( BlockIn == E_BLOCK_AIR || IsBlockWater(BlockIn) || BlockIn == E_BLOCK_FIRE || IsBlockLava(BlockIn) ) // If not in ground itself or in water or in fire or in lava
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if(!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block
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{
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if( m_bOnGround ) // check if it's still on the ground
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{
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BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
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if(BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow) || BlockBelow == E_BLOCK_FIRE || IsBlockLava(BlockBelow)) //Check if block below is air or water.
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if(!g_BlockIsSolid[BlockBelow]) //Check if block below is air or water.
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{
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m_bOnGround = false;
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}
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@ -238,19 +238,11 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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}
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else
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{
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if (BlockIn == E_BLOCK_COBWEB)
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{
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NextSpeed.x *= 0.25;
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NextSpeed.z *= 0.25;
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}
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else
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{
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//Push out entity.
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m_bOnGround = true;
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NextPos.y += 0.2;
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LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}",
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m_UniqueID, GetClass(), BlockX, BlockY, BlockZ);
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}
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//Push out entity.
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m_bOnGround = true;
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NextPos.y += 0.2;
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LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}",
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m_UniqueID, GetClass(), BlockX, BlockY, BlockZ);
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}
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if (!m_bOnGround)
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@ -283,7 +275,15 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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if ( fabs(NextSpeed.z) < 0.05 ) NextSpeed.z = 0;
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}
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}
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//Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
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//might have different speed modifiers according to terrain.
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if (BlockIn == E_BLOCK_COBWEB)
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{
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NextSpeed.x *= 0.25;
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NextSpeed.z *= 0.25;
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}
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//Get water direction
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Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
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