*/
bool is_climbing = lplayer->is_climbing;
- /*
- Check if the player is frozen (don't apply physics)
- */
- bool is_frozen = lplayer->is_frozen;
-
f32 player_speed = 0.001; // just some small value
player_speed = lplayer->getSpeed().getLength();
v3f lplayerpos = lplayer->getPosition();
// Apply physics
- if(free_move == false && is_climbing == false && is_frozen == false)
+ if(free_move == false && is_climbing == false)
{
// Gravity
v3f speed = lplayer->getSpeed();
while(dtime_downcount > 0.001);
//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
-
+
for(core::list<CollisionInfo>::Iterator
i = player_collisions.begin();
i != player_collisions.end(); i++)
in_water_stable(false),
is_climbing(false),
swimming_up(false),
- is_frozen(false),
inventory_backup(NULL),
craftresult_is_preview(true),
hp(20),
/*
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)
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
<<"):"<<std::endl;*/
+ bool standing_on_unloaded = false;
+
/*
Go through every node around the player
*/
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)
}
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);
&& 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(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;