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Try to tune fog to work well on high-end machines also
[oweals/minetest.git]
/
src
/
player.cpp
diff --git
a/src/player.cpp
b/src/player.cpp
index 6a774251cc110289edc22137c4a976b1760080f0..73291182813d3396081d98b98a8f5569e13de525 100644
(file)
--- a/
src/player.cpp
+++ b/
src/player.cpp
@@
-33,7
+33,6
@@
Player::Player():
in_water_stable(false),
is_climbing(false),
swimming_up(false),
in_water_stable(false),
is_climbing(false),
swimming_up(false),
- is_frozen(false),
inventory_backup(NULL),
craftresult_is_preview(true),
hp(20),
inventory_backup(NULL),
craftresult_is_preview(true),
hp(20),
@@
-335,19
+334,8
@@
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
/*
Calculate new position
*/
/*
Calculate new position
*/
- if(is_frozen) {
- // Still move very slowly so as not to feel all completely stuck
- position += m_speed * dtime * 0.001;
- }
- else {
- position += m_speed * dtime;
- }
+ position += m_speed * dtime;
- /*
- If the player enters an unloaded chunk this is set to true.
- */
- is_frozen = false;
-
// Skip collision detection if a special movement mode is used
bool free_move = g_settings->getBool("free_move");
if(free_move)
// Skip collision detection if a special movement mode is used
bool free_move = g_settings->getBool("free_move");
if(free_move)
@@
-505,6
+493,8
@@
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
<<"):"<<std::endl;*/
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
<<"):"<<std::endl;*/
+ bool standing_on_unloaded = false;
+
/*
Go through every node around the player
*/
/*
Go through every node around the player
*/
@@
-512,6
+502,7
@@
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
{
for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
{
+ bool is_unloaded = false;
try{
// Player collides into walkable nodes
if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
try{
// Player collides into walkable nodes
if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
@@
-519,11
+510,9
@@
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
}
catch(InvalidPositionException &e)
{
}
catch(InvalidPositionException &e)
{
- if(!is_frozen) {
- // freeze when entering unloaded areas
- is_frozen = true;
- }
- continue;
+ is_unloaded = true;
+ // Doing nothing here will block the player from
+ // walking over map borders
}
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
}
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
@@
-546,6
+535,8
@@
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
){
touching_ground = true;
&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
){
touching_ground = true;
+ if(is_unloaded)
+ standing_on_unloaded = true;
}
// If player doesn't intersect with node, ignore node.
}
// If player doesn't intersect with node, ignore node.
@@
-727,7
+718,7
@@
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
if(collision_info)
{
// Report fall collision
if(collision_info)
{
// Report fall collision
- if(old_speed.Y < m_speed.Y - 0.1)
+ if(old_speed.Y < m_speed.Y - 0.1
&& !standing_on_unloaded
)
{
CollisionInfo info;
info.t = COLLISION_FALL;
{
CollisionInfo info;
info.t = COLLISION_FALL;