Some change to Entity.cpp
* Added comments to BroadcastMovementUpdate() and the collision tracer
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f763242e5c
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@ -10,7 +10,6 @@
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#include "../Simulator/FluidSimulator.h"
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#include "../Bindings/PluginManager.h"
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#include "../Tracer.h"
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#include "Minecart.h"
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#include "Player.h"
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@ -32,16 +31,10 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
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, m_Attachee(NULL)
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, m_bDirtyHead(true)
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, m_bDirtyOrientation(true)
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, m_bDirtyPosition(true)
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, m_bDirtySpeed(true)
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, m_bOnGround( false )
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, m_Gravity( -9.81f )
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, m_LastPosX( 0.0 )
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, m_LastPosY( 0.0 )
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, m_LastPosZ( 0.0 )
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, m_TimeLastTeleportPacket(0)
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, m_TimeLastMoveReltPacket(0)
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, m_TimeLastSpeedPacket(0)
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, m_bHasSentNoSpeed(true)
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, m_bOnGround(false)
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, m_Gravity(-9.81f)
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, m_LastPos(a_X, a_Y, a_Z)
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, m_IsInitialized(false)
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, m_EntityType(a_EntityType)
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, m_World(NULL)
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@ -52,7 +45,7 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
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, m_TicksSinceLastVoidDamage(0)
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, m_IsSwimming(false)
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, m_IsSubmerged(false)
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, m_HeadYaw( 0.0 )
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, m_HeadYaw(0.0)
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, m_Rot(0.0, 0.0, 0.0)
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, m_Pos(a_X, a_Y, a_Z)
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, m_WaterSpeed(0, 0, 0)
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@ -725,30 +718,45 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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NextSpeed += m_WaterSpeed;
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if( NextSpeed.SqrLength() > 0.f )
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if (NextSpeed.SqrLength() > 0.f)
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{
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cTracer Tracer( GetWorld() );
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bool HasHit = Tracer.Trace( NextPos, NextSpeed, 2 );
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if (HasHit) // Oh noez! we hit something
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cTracer Tracer(GetWorld());
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bool HasHit = Tracer.Trace(NextPos, NextSpeed,
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// Distance traced is an integer, so we round up from the distance we should go (Speed * Delta), else we will encounter collision detection failures
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(int)(ceil((NextSpeed * a_Dt).SqrLength()) * 2)
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);
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if (HasHit)
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{
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// Set to hit position
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// Oh noez! We hit something: verify that the (hit position - current) was smaller or equal to the (position that we should travel without obstacles - current)
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// This is because previously, we traced with a length that was rounded up (due to integer limitations), and in the case that something was hit, we don't want to overshoot our projected movement
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if ((Tracer.RealHit - NextPos).SqrLength() <= (NextSpeed * a_Dt).SqrLength())
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{
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// Block hit was within our projected path
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// Begin by stopping movement in the direction that we hit something. The Normal is the line perpendicular to a 2D face and in this case, stores what block face was hit through either -1 or 1.
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// Por ejemplo: HitNormal.y = -1 : BLOCK_FACE_YM; HitNormal.y = 1 : BLOCK_FACE_YP
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if (Tracer.HitNormal.x != 0.f) NextSpeed.x = 0.f;
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if (Tracer.HitNormal.y != 0.f) NextSpeed.y = 0.f;
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if (Tracer.HitNormal.z != 0.f) NextSpeed.z = 0.f;
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if (Tracer.HitNormal.y > 0) // means on ground
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if (Tracer.HitNormal.y == 1) // Hit BLOCK_FACE_YP, we are on the ground
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{
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m_bOnGround = true;
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}
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NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
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NextPos.x += Tracer.HitNormal.x * 0.3f;
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NextPos.y += Tracer.HitNormal.y * 0.05f; // Any larger produces entity vibration-upon-the-spot
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NextPos.z += Tracer.HitNormal.z * 0.3f;
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// Now, set our position to the hit block (i.e. move part way along our intended trajectory)
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NextPos.Set(Tracer.RealHit.x, Tracer.RealHit.y, Tracer.RealHit.z);
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NextPos.x += Tracer.HitNormal.x * 0.1;
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NextPos.y += Tracer.HitNormal.y * 0.05;
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NextPos.z += Tracer.HitNormal.z * 0.1;
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}
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else
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{
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// We have hit a block but overshot our intended trajectory, move normally, safe in the warm cocoon of knowledge that we won't appear to teleport forwards on clients,
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// and that this piece of software will come to be hailed as the epitome of performance and functionality in C++, never before seen, and of such a like that will never
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// be henceforth seen again in the time of programmers and man alike
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// </&sensationalist>
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NextPos += (NextSpeed * a_Dt);
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}
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}
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@ -934,8 +942,8 @@ void cEntity::SetSwimState(cChunk & a_Chunk)
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{
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// This sometimes happens on Linux machines
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// Ref.: http://forum.mc-server.org/showthread.php?tid=1244
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LOGD("SetSwimState failure: RelX = %d, RelZ = %d, LastPos = {%.02f, %.02f}, Pos = %.02f, %.02f}",
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RelX, RelY, m_LastPosX, m_LastPosZ, GetPosX(), GetPosZ()
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LOGD("SetSwimState failure: RelX = %d, RelZ = %d, Pos = %.02f, %.02f}",
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RelX, RelY, GetPosX(), GetPosZ()
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);
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m_IsSwimming = false;
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m_IsSubmerged = false;
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@ -1092,72 +1100,70 @@ void cEntity::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
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void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
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{
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// Send velocity packet every two ticks if: speed is not negligible or speed was set (as indicated by the DirtySpeed flag)
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if (((m_Speed.SqrLength() > 0.0004f) || m_bDirtySpeed) && ((m_World->GetWorldAge() - m_TimeLastSpeedPacket) >= 2))
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// Process packet sending every two ticks
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if (GetWorld()->GetWorldAge() % 2 == 0)
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{
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m_World->BroadcastEntityVelocity(*this,a_Exclude);
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m_bDirtySpeed = false;
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m_TimeLastSpeedPacket = m_World->GetWorldAge();
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}
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// Have to process position related packets this every two ticks
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if (m_World->GetWorldAge() % 2 == 0)
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{
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int DiffX = (int) (floor(GetPosX() * 32.0) - floor(m_LastPosX * 32.0));
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int DiffY = (int) (floor(GetPosY() * 32.0) - floor(m_LastPosY * 32.0));
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int DiffZ = (int) (floor(GetPosZ() * 32.0) - floor(m_LastPosZ * 32.0));
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Int64 DiffTeleportPacket = m_World->GetWorldAge() - m_TimeLastTeleportPacket;
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// 4 blocks is max Relative So if the Diff is greater than 127 or. Send an absolute position every 20 seconds
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if (DiffTeleportPacket >= 400 ||
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((DiffX > 127) || (DiffX < -128) ||
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(DiffY > 127) || (DiffY < -128) ||
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(DiffZ > 127) || (DiffZ < -128)))
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double SpeedSqr = GetSpeed().SqrLength();
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if (SpeedSqr == 0.0)
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{
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//
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m_World->BroadcastTeleportEntity(*this,a_Exclude);
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m_TimeLastTeleportPacket = m_World->GetWorldAge();
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m_TimeLastMoveReltPacket = m_TimeLastTeleportPacket; //Must synchronize.
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m_LastPosX = GetPosX();
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m_LastPosY = GetPosY();
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m_LastPosZ = GetPosZ();
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m_bDirtyPosition = false;
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m_bDirtyOrientation = false;
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// Speed is zero, send this to clients once only as well as an absolute position
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if (!m_bHasSentNoSpeed)
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{
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m_World->BroadcastEntityVelocity(*this, a_Exclude);
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m_World->BroadcastTeleportEntity(*this, a_Exclude);
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m_bHasSentNoSpeed = true;
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}
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}
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else
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{
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Int64 DiffMoveRelPacket = m_World->GetWorldAge() - m_TimeLastMoveReltPacket;
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//if the change is big enough.
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if ((abs(DiffX) >= 4 || abs(DiffY) >= 4 || abs(DiffZ) >= 4 || DiffMoveRelPacket >= 60) && m_bDirtyPosition)
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// Movin'
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m_World->BroadcastEntityVelocity(*this, a_Exclude);
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m_bHasSentNoSpeed = false;
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}
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// TODO: Pickups move disgracefully if relative move packets are sent as opposed to just velocity. Have a system to send relmove only when SetPosXXX() is called with a large difference in position
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int DiffX = (int)(floor(GetPosX() * 32.0) - floor(m_LastPos.x * 32.0));
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int DiffY = (int)(floor(GetPosY() * 32.0) - floor(m_LastPos.y * 32.0));
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int DiffZ = (int)(floor(GetPosZ() * 32.0) - floor(m_LastPos.z * 32.0));
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if ((abs(DiffX) >= 4) || (abs(DiffY) >= 4) || (abs(DiffZ) >= 4))
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{
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if ((abs(DiffX) <= 127) && (abs(DiffY) <= 127) && (abs(DiffZ) <= 127)) // Limitations of a Byte
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{
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// Difference within Byte limitations, use a relative move packet
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if (m_bDirtyOrientation)
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{
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m_World->BroadcastEntityRelMoveLook(*this, (char)DiffX, (char)DiffY, (char)DiffZ,a_Exclude);
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m_World->BroadcastEntityRelMoveLook(*this, (char)DiffX, (char)DiffY, (char)DiffZ, a_Exclude);
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m_bDirtyOrientation = false;
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}
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else
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{
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m_World->BroadcastEntityRelMove(*this, (char)DiffX, (char)DiffY, (char)DiffZ,a_Exclude);
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m_World->BroadcastEntityRelMove(*this, (char)DiffX, (char)DiffY, (char)DiffZ, a_Exclude);
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}
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m_LastPosX = GetPosX();
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m_LastPosY = GetPosY();
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m_LastPosZ = GetPosZ();
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m_bDirtyPosition = false;
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m_TimeLastMoveReltPacket = m_World->GetWorldAge();
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// Clients seem to store two positions, one for the velocity packet and one for the teleport/relmove packet
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// The latter is only changed with a relmove/teleport, and m_LastPos stores this position
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m_LastPos = GetPosition();
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}
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else
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{
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if (m_bDirtyOrientation)
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{
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m_World->BroadcastEntityLook(*this,a_Exclude);
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m_bDirtyOrientation = false;
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}
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}
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// Too big a movement, do a teleport
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m_World->BroadcastTeleportEntity(*this, a_Exclude);
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m_LastPos = GetPosition(); // See above
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m_bDirtyOrientation = false;
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}
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}
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if (m_bDirtyHead)
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{
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m_World->BroadcastEntityHeadLook(*this,a_Exclude);
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m_World->BroadcastEntityHeadLook(*this, a_Exclude);
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m_bDirtyHead = false;
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}
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if (m_bDirtyOrientation)
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{
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// Send individual update in case above (sending with rel-move packet) wasn't done
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GetWorld()->BroadcastEntityLook(*this, a_Exclude);
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m_bDirtyOrientation = false;
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}
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}
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}
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@ -1297,7 +1303,7 @@ void cEntity::SetRoll(double a_Roll)
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void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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{
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m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
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m_bDirtySpeed = true;
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WrapSpeed();
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}
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@ -1307,7 +1313,7 @@ void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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void cEntity::SetSpeedX(double a_SpeedX)
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{
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m_Speed.x = a_SpeedX;
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m_bDirtySpeed = true;
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WrapSpeed();
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}
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@ -1317,7 +1323,7 @@ void cEntity::SetSpeedX(double a_SpeedX)
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void cEntity::SetSpeedY(double a_SpeedY)
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{
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m_Speed.y = a_SpeedY;
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m_bDirtySpeed = true;
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WrapSpeed();
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}
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@ -1327,7 +1333,7 @@ void cEntity::SetSpeedY(double a_SpeedY)
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void cEntity::SetSpeedZ(double a_SpeedZ)
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{
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m_Speed.z = a_SpeedZ;
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m_bDirtySpeed = true;
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WrapSpeed();
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}
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@ -1347,7 +1353,7 @@ void cEntity::SetWidth(double a_Width)
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void cEntity::AddPosX(double a_AddPosX)
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{
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m_Pos.x += a_AddPosX;
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m_bDirtyPosition = true;
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}
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@ -1356,7 +1362,7 @@ void cEntity::AddPosX(double a_AddPosX)
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void cEntity::AddPosY(double a_AddPosY)
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{
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m_Pos.y += a_AddPosY;
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m_bDirtyPosition = true;
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}
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@ -1365,7 +1371,7 @@ void cEntity::AddPosY(double a_AddPosY)
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void cEntity::AddPosZ(double a_AddPosZ)
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{
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m_Pos.z += a_AddPosZ;
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m_bDirtyPosition = true;
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}
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@ -1376,7 +1382,7 @@ void cEntity::AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ)
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m_Pos.x += a_AddPosX;
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m_Pos.y += a_AddPosY;
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m_Pos.z += a_AddPosZ;
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m_bDirtyPosition = true;
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}
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@ -1386,8 +1392,7 @@ void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeed
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{
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m_Speed.x += a_AddSpeedX;
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m_Speed.y += a_AddSpeedY;
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m_Speed.z += a_AddSpeedZ;
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m_bDirtySpeed = true;
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m_Speed.z += a_AddSpeedZ;
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WrapSpeed();
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}
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@ -1397,8 +1402,7 @@ void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeed
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void cEntity::AddSpeedX(double a_AddSpeedX)
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{
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m_Speed.x += a_AddSpeedX;
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m_bDirtySpeed = true;
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m_Speed.x += a_AddSpeedX;
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WrapSpeed();
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}
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@ -1408,8 +1412,7 @@ void cEntity::AddSpeedX(double a_AddSpeedX)
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void cEntity::AddSpeedY(double a_AddSpeedY)
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{
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m_Speed.y += a_AddSpeedY;
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m_bDirtySpeed = true;
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m_Speed.y += a_AddSpeedY;
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WrapSpeed();
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}
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@ -1419,8 +1422,7 @@ void cEntity::AddSpeedY(double a_AddSpeedY)
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void cEntity::AddSpeedZ(double a_AddSpeedZ)
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{
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m_Speed.z += a_AddSpeedZ;
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m_bDirtySpeed = true;
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m_Speed.z += a_AddSpeedZ;
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WrapSpeed();
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}
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@ -1475,8 +1477,7 @@ Vector3d cEntity::GetLookVector(void) const
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// Set position
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void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ)
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{
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m_Pos.Set(a_PosX, a_PosY, a_PosZ);
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m_bDirtyPosition = true;
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m_Pos.Set(a_PosX, a_PosY, a_PosZ);
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}
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@ -1485,8 +1486,7 @@ void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ)
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void cEntity::SetPosX(double a_PosX)
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{
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m_Pos.x = a_PosX;
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m_bDirtyPosition = true;
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m_Pos.x = a_PosX;
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}
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@ -1495,8 +1495,7 @@ void cEntity::SetPosX(double a_PosX)
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void cEntity::SetPosY(double a_PosY)
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{
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m_Pos.y = a_PosY;
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m_bDirtyPosition = true;
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m_Pos.y = a_PosY;
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}
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@ -1506,7 +1505,6 @@ void cEntity::SetPosY(double a_PosY)
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void cEntity::SetPosZ(double a_PosZ)
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{
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m_Pos.z = a_PosZ;
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m_bDirtyPosition = true;
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}
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@ -417,17 +417,14 @@ protected:
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// Flags that signal that we haven't updated the clients with the latest.
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bool m_bDirtyHead;
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bool m_bDirtyOrientation;
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bool m_bDirtyPosition;
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bool m_bDirtySpeed;
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bool m_bHasSentNoSpeed;
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bool m_bOnGround;
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float m_Gravity;
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// Last Position.
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double m_LastPosX, m_LastPosY, m_LastPosZ;
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// This variables keep track of the last time a packet was sent
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Int64 m_TimeLastTeleportPacket, m_TimeLastMoveReltPacket, m_TimeLastSpeedPacket; // In ticks
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/** Last position sent to client via the Relative Move or Teleport packets (not Velocity)
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Only updated if cEntity::BroadcastMovementUpdate() is called! */
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Vector3d m_LastPos;
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bool m_IsInitialized; // Is set to true when it's initialized, until it's destroyed (Initialize() till Destroy() )
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@ -34,8 +34,6 @@ cExpOrb::cExpOrb(const Vector3d & a_Pos, int a_Reward)
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void cExpOrb::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendExperienceOrb(*this);
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m_bDirtyPosition = false;
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m_bDirtySpeed = false;
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m_bDirtyOrientation = false;
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m_bDirtyHead = false;
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}
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@ -76,11 +76,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
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cTimer t1;
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m_LastPlayerListTime = t1.GetNowTime();
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m_TimeLastTeleportPacket = 0;
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m_PlayerName = a_PlayerName;
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m_bDirtyPosition = true; // So chunks are streamed to player at spawn
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if (!LoadFromDisk())
|
||||
{
|
||||
@ -208,25 +205,22 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
|
||||
m_BowCharge += 1;
|
||||
}
|
||||
|
||||
//handle updating experience
|
||||
// Handle updating experience
|
||||
if (m_bDirtyExperience)
|
||||
{
|
||||
SendExperience();
|
||||
}
|
||||
|
||||
if (m_bDirtyPosition)
|
||||
if ((GetPosition() - m_LastPos).SqrLength() != 0.0) // Change in position from last tick?
|
||||
{
|
||||
// Apply food exhaustion from movement:
|
||||
ApplyFoodExhaustionFromMovement();
|
||||
|
||||
cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this);
|
||||
BroadcastMovementUpdate(m_ClientHandle);
|
||||
m_ClientHandle->StreamChunks();
|
||||
}
|
||||
else
|
||||
{
|
||||
BroadcastMovementUpdate(m_ClientHandle);
|
||||
}
|
||||
|
||||
BroadcastMovementUpdate(m_ClientHandle);
|
||||
|
||||
if (m_Health > 0) // make sure player is alive
|
||||
{
|
||||
@ -1592,10 +1586,7 @@ bool cPlayer::LoadFromDisk()
|
||||
SetPosX(JSON_PlayerPosition[(unsigned int)0].asDouble());
|
||||
SetPosY(JSON_PlayerPosition[(unsigned int)1].asDouble());
|
||||
SetPosZ(JSON_PlayerPosition[(unsigned int)2].asDouble());
|
||||
m_LastPosX = GetPosX();
|
||||
m_LastPosY = GetPosY();
|
||||
m_LastPosZ = GetPosZ();
|
||||
m_LastFoodPos = GetPosition();
|
||||
m_LastPos = GetPosition();
|
||||
}
|
||||
|
||||
Json::Value & JSON_PlayerRotation = root["rotation"];
|
||||
@ -1858,9 +1849,8 @@ void cPlayer::ApplyFoodExhaustionFromMovement()
|
||||
}
|
||||
|
||||
// Calculate the distance travelled, update the last pos:
|
||||
Vector3d Movement(GetPosition() - m_LastFoodPos);
|
||||
Vector3d Movement(GetPosition() - m_LastPos);
|
||||
Movement.y = 0; // Only take XZ movement into account
|
||||
m_LastFoodPos = GetPosition();
|
||||
|
||||
// If riding anything, apply no food exhaustion
|
||||
if (m_AttachedTo != NULL)
|
||||
|
@ -423,9 +423,6 @@ protected:
|
||||
/** Number of ticks remaining for the foodpoisoning effect; zero if not foodpoisoned */
|
||||
int m_FoodPoisonedTicksRemaining;
|
||||
|
||||
/** Last position that has been recorded for food-related processing: */
|
||||
Vector3d m_LastFoodPos;
|
||||
|
||||
float m_LastJumpHeight;
|
||||
float m_LastGroundHeight;
|
||||
bool m_bTouchGround;
|
||||
|
@ -30,8 +30,6 @@ cTNTEntity::cTNTEntity(const Vector3d & a_Pos, int a_FuseTicks) :
|
||||
void cTNTEntity::SpawnOn(cClientHandle & a_ClientHandle)
|
||||
{
|
||||
a_ClientHandle.SendSpawnObject(*this, 50, 1, 0, 0); // 50 means TNT
|
||||
m_bDirtyPosition = false;
|
||||
m_bDirtySpeed = false;
|
||||
m_bDirtyOrientation = false;
|
||||
m_bDirtyHead = false;
|
||||
}
|
||||
|
@ -219,6 +219,10 @@ bool cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((pos.y < 0) || (pos.y >= cChunkDef::Height))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
BLOCKTYPE BlockID = m_World->GetBlock(pos.x, pos.y, pos.z);
|
||||
// Block is counted as a collision if we are not doing a line of sight and it is solid,
|
||||
// or if the block is not air and not water. That way mobs can still see underwater.
|
||||
@ -226,7 +230,7 @@ bool cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int
|
||||
{
|
||||
BlockHitPosition = pos;
|
||||
int Normal = GetHitNormal(a_Start, End, pos );
|
||||
if(Normal > 0)
|
||||
if (Normal > 0)
|
||||
{
|
||||
HitNormal = m_NormalTable[Normal-1];
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user