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@@ -117,7 +117,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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continue;
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// And the node(s) above have to be nonwalkable
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bool ok = true;
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- if (!physics_override_sneak_glitch) {
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+ if (!physics_override.sneak_glitch) {
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u16 height =
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ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS);
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for (u16 y = 1; y <= height; y++) {
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@@ -149,7 +149,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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node.getCollisionBoxes(nodemgr, &nodeboxes);
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m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes);
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- if (physics_override_sneak_glitch) {
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+ if (physics_override.sneak_glitch) {
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// Detect sneak ladder:
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// Node two meters above sneak node must be solid
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node = map->getNode(m_sneak_node + v3s16(0, 2, 0),
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@@ -173,7 +173,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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m_standing_node = floatToInt(m_position, BS);
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// Temporary option for old move code
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- if (!physics_override_new_move) {
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+ if (!physics_override.new_move) {
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old_move(dtime, env, pos_max_d, collision_info);
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return;
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}
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@@ -301,7 +301,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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&position, &m_speed, accel_f);
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bool could_sneak = control.sneak && !free_move && !in_liquid &&
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- !is_climbing && physics_override_sneak;
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+ !is_climbing && physics_override.sneak;
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// Add new collisions to the vector
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if (collision_info && !free_move) {
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@@ -376,7 +376,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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}
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if (y_diff > 0 && m_speed.Y <= 0.0f &&
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- (physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
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+ (physics_override.sneak_glitch || y_diff < BS * 0.6f)) {
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// Move player to the maximal height when falling or when
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// the ledge is climbed on the next step.
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@@ -440,7 +440,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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// Jump key pressed while jumping off from a bouncy block
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if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
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m_speed.Y >= -0.5f * BS) {
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- float jumpspeed = movement_speed_jump * physics_override_jump;
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+ float jumpspeed = movement_speed_jump * physics_override.jump;
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if (m_speed.Y > 1.0f) {
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// Reduce boost when speed already is high
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m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
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@@ -588,7 +588,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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*/
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v3f speedJ = getSpeed();
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if (speedJ.Y >= -0.5f * BS) {
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- speedJ.Y = movement_speed_jump * physics_override_jump;
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+ speedJ.Y = movement_speed_jump * physics_override.jump;
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setSpeed(speedJ);
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m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
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}
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@@ -647,8 +647,8 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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}
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// Accelerate to target speed with maximum increment
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- accelerate((speedH + speedV) * physics_override_speed,
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- incH * physics_override_speed * slip_factor, incV * physics_override_speed,
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+ accelerate((speedH + speedV) * physics_override.speed,
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+ incH * physics_override.speed * slip_factor, incV * physics_override.speed,
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pitch_move);
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}
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@@ -855,7 +855,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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*/
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if (control.sneak && m_sneak_node_exists &&
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!(fly_allowed && player_settings.free_move) && !in_liquid &&
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- physics_override_sneak) {
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+ physics_override.sneak) {
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f32 maxd = 0.5f * BS + sneak_max;
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v3f lwn_f = intToFloat(m_sneak_node, BS);
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position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
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@@ -926,7 +926,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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m_need_to_get_new_sneak_node = true;
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}
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- if (m_need_to_get_new_sneak_node && physics_override_sneak) {
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+ if (m_need_to_get_new_sneak_node && physics_override.sneak) {
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m_sneak_node_bb_ymax = 0.0f;
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v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
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v2f player_p2df(position.X, position.Z);
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@@ -956,7 +956,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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if (!is_valid_position || nodemgr->get(node).walkable)
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continue;
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// If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
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- if (!physics_override_sneak_glitch) {
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+ if (!physics_override.sneak_glitch) {
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node = map->getNode(p + v3s16(0, 2, 0), &is_valid_position);
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if (!is_valid_position || nodemgr->get(node).walkable)
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continue;
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@@ -1032,7 +1032,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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// Jump key pressed while jumping off from a bouncy block
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if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
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m_speed.Y >= -0.5f * BS) {
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- float jumpspeed = movement_speed_jump * physics_override_jump;
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+ float jumpspeed = movement_speed_jump * physics_override.jump;
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if (m_speed.Y > 1.0f) {
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// Reduce boost when speed already is high
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m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
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