player is sneaking from, if any. If the node from under
the player has been removed, the player falls.
*/
- v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
+ v3s16 current_node = floatToInt(position - v3f(0, 0.05 * BS, 0), BS);
if(m_sneak_node_exists &&
nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
m_old_node_below_type != "air")
}
if(m_need_to_get_new_sneak_node && physics_override_sneak)
{
- v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
+ v3s16 pos_i_bottom = floatToInt(position - v3f(0, 0.05 * BS ,0), BS);
v2f player_p2df(position.X, position.Z);
f32 min_distance_f = 100000.0*BS;
// If already seeking from some node, compare to it.