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Fix detection of sneaking node
This fixes bug 1551
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gregorycu authored and kwolekr committed Aug 6, 2015
1 parent 8560ece commit 5c3c965c1a6e1fb5957d441c2d04d8470b80d710
Showing 1 changed file with 2 additions and 2 deletions.
@@ -230,7 +230,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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")
@@ -248,7 +248,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
}
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.

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