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-c427514a06d6
master
keyboard.osh@gmail.com 2013-05-21 05:51:38 +00:00
parent 088a79211b
commit 8519ff4db9
1 changed files with 16 additions and 16 deletions

View File

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