Make it a bit larger than the maximum distance of movement
*/
//f32 d = pos_max_d * 1.1;
- // A fairly large value in here makes moving much smoother
+ // A fairly large value in here makes moving smoother
f32 d = 0.15*BS;
// This should always apply, otherwise there are glitches
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
{
try{
- if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
+ // Player collides into walkable nodes
+ if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
continue;
- }
}
catch(InvalidPositionException &e)
{
} // xyz
/*
- //Check the neighbors of m_sneak_node that are closer to
- //the player. If walkable, set m_sneak_node to such.
- Check the nodes under the player to see if the player can
- sneak.
+ Check the nodes under the player to see from which node the
+ player is sneaking from, if any.
*/
{
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
v2f player_p2df(position.X, position.Z);
f32 min_distance_f = 100000.0*BS;
- if(m_sneak_node_exists)
+ // If already seeking from some node, compare to it.
+ /*if(m_sneak_node_exists)
{
v3f sneaknode_pf = intToFloat(m_sneak_node);
v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
+ // Ignore if player is not on the same level (likely dropped)
if(d_vert_f < 0.15*BS)
min_distance_f = d_horiz_f;
- }
+ }*/
v3s16 new_sneak_node = m_sneak_node;
for(s16 x=-1; x<=1; x++)
for(s16 z=-1; z<=1; z++)
fabs(player_p2df.Y-node_p2df.Y));
if(distance_f > min_distance_f ||
- max_axis_distance_f > sneak_max+0.1*BS)
+ max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
continue;
try{
+ // The node to be sneaked on has to be walkable
if(content_walkable(map.getNode(p).d) == false)
continue;
+ // And the node above it has to be nonwalkable
+ if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
+ continue;
}
catch(InvalidPositionException &e)
{
new_sneak_node = p;
}
- m_sneak_node = new_sneak_node;
- m_sneak_node_exists = (min_distance_f < 100000.0*BS*0.9);
+ bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
+
+ if(control.sneak && m_sneak_node_exists)
+ {
+ if(sneak_node_found)
+ m_sneak_node = new_sneak_node;
+ }
+ else
+ {
+ m_sneak_node = new_sneak_node;
+ m_sneak_node_exists = sneak_node_found;
+ }
+
+ /*
+ If sneaking, the player's collision box can be in air, so
+ this has to be set explicitly
+ */
+ if(sneak_node_found && control.sneak)
+ touching_ground = true;
}
- /*
- If sneaking, the player's collision box can be in air, so
- this has to be set explicitly
- NOTE: Not allowed, because jumping in the situation can drop
- the player
- */
- /*if(m_sneak_node_exists)
- touching_ground = true;*/
-
/*
Set new position
*/