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author | Gargaj <gargaj@conspiracy.hu> | 2015-11-10 14:17:56 +0100 |
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committer | Gargaj <gargaj@conspiracy.hu> | 2015-11-10 22:22:28 +0100 |
commit | 5e840cf86f4c55f6c4da457a7a49b1ba4b50b516 (patch) | |
tree | a06cd75afd7d9f47590edeb84bf0c7741ff18422 /src | |
parent | Merge pull request #2634 from cuberite/vh (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/Entities/Player.cpp | 18 |
1 files changed, 14 insertions, 4 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp index d6d890fdf..3bea60af7 100644 --- a/src/Entities/Player.cpp +++ b/src/Entities/Player.cpp @@ -462,7 +462,17 @@ void cPlayer::SetTouchGround(bool a_bTouchGround) static const auto HalfWidth = GetWidth() / 2; static const auto EPS = 0.0001; - BLOCKTYPE BlockAtFoot = GetWorld()->GetBlock(POS_TOINT); + /* Since swimming is decided in a tick and is asynchronous to this, we have to check for dampeners ourselves. + The behaviour as of 1.8.8 is the following: + - Landing in water alleviates all fall damage + - Passing through any liquid (water + lava) and cobwebs "slows" the player down, + i.e. resets the fall distance to that block, but only after checking for fall damage + (this means that plummeting into lava will still kill the player via fall damage, although cobwebs + will slow players down enough to have multiple updates that keep them alive) + + With this in mind, we first check the block at the player's feet, and decide which behaviour we want to go with. + */ + BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(GetPosY())) ? GetWorld()->GetBlock(POS_TOINT) : E_BLOCK_AIR; bool IsFootInWater = IsBlockWater(BlockAtFoot); bool IsFootInLiquid = IsFootInWater || IsBlockLava(BlockAtFoot) || (BlockAtFoot == E_BLOCK_COBWEB); // okay so cobweb is not _technically_ a liquid... @@ -470,7 +480,7 @@ void cPlayer::SetTouchGround(bool a_bTouchGround) !IsFlying() && ( ( - ((GetPosY() >= 1) && (GetPosY() <= 255) && ((GetPosY() - POSY_TOINT) <= EPS)) && + (cChunkDef::IsValidHeight(GetPosY()) && ((GetPosY() - POSY_TOINT) <= EPS)) && ( cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(0, -1, 0)).Floor())) || cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(HalfWidth, -1, 0)).Floor())) || @@ -480,7 +490,7 @@ void cPlayer::SetTouchGround(bool a_bTouchGround) ) ) || ( - (((GetPosY() >= 1) && (GetPosY() <= 255) && GetPosY() >= POSY_TOINT) && ((GetPosY() - (POSY_TOINT + 0.5)) <= EPS)) && + (cChunkDef::IsValidHeight(GetPosY()) && (GetPosY() >= POSY_TOINT) && ((GetPosY() - (POSY_TOINT + 0.5)) <= EPS)) && ( cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, 0)).Floor())) || cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(HalfWidth, 0, 0)).Floor())) || @@ -490,7 +500,7 @@ void cPlayer::SetTouchGround(bool a_bTouchGround) ) ) || ( - ((GetPosY() >= 1) && (GetPosY() <= 255) && fmod(GetPosY(), 0.125) <= EPS) && + (cChunkDef::IsValidHeight(GetPosY()) && (fmod(GetPosY(), 0.125) <= EPS)) && ( (GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, 0)).Floor()) == E_BLOCK_SNOW) || (GetWorld()->GetBlock((GetPosition() + Vector3d(HalfWidth, 0, 0)).Floor()) == E_BLOCK_SNOW) || |