*/
if (control.sneak && m_sneak_node_exists &&
!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
- physics_override_sneak) {
+ physics_override_sneak && !got_teleported) {
f32 maxd = 0.5 * BS + sneak_max;
v3f lwn_f = intToFloat(m_sneak_node, BS);
position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
}
}
+ if (got_teleported)
+ got_teleported = false;
+
// this shouldn't be hardcoded but transmitted from server
float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
if (sneak_node_found) {
f32 cb_max = 0;
MapNode n = map->getNodeNoEx(m_sneak_node);
- std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(nodemgr);
+ std::vector<aabb3f> nodeboxes;
+ n.getCollisionBoxes(nodemgr, &nodeboxes);
for (std::vector<aabb3f>::iterator it = nodeboxes.begin();
it != nodeboxes.end(); ++it) {
aabb3f box = *it;