float player_max_speed = BS * 20; // Fast speed
float player_max_speed_up = BS * 20;
- player_max_speed *= 1.7; // Tolerance
- player_max_speed_up *= 1.7;
+ player_max_speed *= 2.5; // Tolerance
+ player_max_speed_up *= 2.5;
for(core::map<u16, RemoteClient*>::Iterator
i = m_clients.getIterator();
/*
Check that target is reasonably close
*/
+ if(action != 2) // action 2 has always position (0,0,0)
{
v3f np_f = intToFloat(p_under, BS);
- float max_d = BS * 8; // Just some large enough value
+ float max_d = BS * 10; // Just some large enough value
float d = srp->m_last_good_position.getDistanceFrom(np_f);
if(d > max_d){
actionstream<<"Player "<<player->getName()