1
0

fix shallow water + add future code for liquid fall dampening

This commit is contained in:
Gargaj 2015-11-10 00:23:46 +01:00
parent 0a1751d2d8
commit 51f8e0e36c

View File

@ -461,8 +461,13 @@ void cPlayer::SetTouchGround(bool a_bTouchGround)
static const auto HalfWidth = GetWidth() / 2;
static const auto EPS = 0.0001;
BLOCKTYPE BlockAtFoot = GetWorld()->GetBlock(POS_TOINT);
bool IsFootInWater = IsBlockWater(BlockAtFoot);
bool IsFootInLiquid = IsFootInWater || IsBlockLava(BlockAtFoot) || (BlockAtFoot == E_BLOCK_COBWEB); // okay so cobweb is not _technically_ a liquid...
if (
!IsSwimming() && !IsFlying() &&
!IsFlying() &&
(
(
((GetPosY() >= 1) && (GetPosY() <= 255) && ((GetPosY() - POSY_TOINT) <= EPS)) &&
@ -498,7 +503,7 @@ void cPlayer::SetTouchGround(bool a_bTouchGround)
)
{
auto Damage = static_cast<int>(m_LastGroundHeight - GetPosY() - 3.0);
if (Damage > 0)
if ((Damage > 0) && !IsFootInWater)
{
// cPlayer makes sure damage isn't applied in creative, no need to check here
TakeDamage(dtFalling, nullptr, Damage, Damage, 0);
@ -523,7 +528,10 @@ void cPlayer::SetTouchGround(bool a_bTouchGround)
m_bTouchGround = false;
}
if (IsFlying() || IsSwimming() || IsClimbing())
/* Note: it is currently possible to fall through lava and still die from fall damage
because of the client skipping an update about the lava block. This can only be resolved by
interpolating between positions. */
if (IsFlying() || IsFootInLiquid || IsClimbing())
{
m_LastGroundHeight = GetPosY();
}