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Fix picking up 'walk through' speed modifiers from blocks below you, even though you should only pick up from those intersecting you.
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@ -11,21 +11,21 @@ namespace ClassicalSharp {
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/// <summary> Position the player's position is set to when the 'respawn' key binding is pressed. </summary>
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public Vector3 SpawnPoint;
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/// <summary> The distance (in blocks) that players are allowed to
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/// <summary> The distance (in blocks) that players are allowed to
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/// reach to and interact/modify blocks in. </summary>
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public float ReachDistance = 5f;
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/// <summary> The speed that the player move at, relative to normal speed,
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/// <summary> The speed that the player move at, relative to normal speed,
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/// when the 'speeding' key binding is held down. </summary>
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public float SpeedMultiplier = 10;
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public byte UserType;
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/// <summary> Whether blocks that the player places that intersect themselves
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/// <summary> Whether blocks that the player places that intersect themselves
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/// should cause the player to be pushed back in the opposite direction of the placed block. </summary>
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public bool PushbackPlacing;
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/// <summary> Whether the player has allowed hacks usage as an option.
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/// <summary> Whether the player has allowed hacks usage as an option.
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/// Note that all 'can use X' set by the server override this. </summary>
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public bool HacksEnabled = true;
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@ -406,24 +406,31 @@ namespace ClassicalSharp {
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float LowestSpeedModifier() {
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BoundingBox bounds = CollisionBounds;
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bounds.Min.Y -= 0.1f; // block standing on
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useLiquidGravity = false;
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float baseModifier = HighestModifier( bounds, false );
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bounds.Min.Y -= 0.1f; // also check block standing on
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float solidModifier = HighestModifier( bounds, true );
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return Math.Max( baseModifier, solidModifier );
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}
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float HighestModifier( BoundingBox bounds, bool checkSolid ) {
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Vector3I bbMin = Vector3I.Floor( bounds.Min );
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Vector3I bbMax = Vector3I.Floor( bounds.Max );
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float modifier = float.PositiveInfinity;
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useLiquidGravity = false;
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for( int x = bbMin.X; x <= bbMax.X; x++ ) {
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for( int y = bbMin.Y; y <= bbMax.Y; y++ ) {
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for( int z = bbMin.Z; z <= bbMax.Z; z++ ) {
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byte block = game.Map.SafeGetBlock( x, y, z );
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if( block == 0 ) continue;
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modifier = Math.Min( modifier, info.SpeedMultiplier[block] );
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if( block >= BlockInfo.CpeBlocksCount &&
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info.CollideType[block] == BlockCollideType.SwimThrough )
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useLiquidGravity = true;
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}
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}
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for( int y = bbMin.Y; y <= bbMax.Y; y++ )
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for( int z = bbMin.Z; z <= bbMax.Z; z++ )
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for( int x = bbMin.X; x <= bbMax.X; x++ )
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{
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byte block = game.Map.SafeGetBlock( x, y, z );
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if( block == 0 ) continue;
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BlockCollideType type = info.CollideType[block];
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if( type == BlockCollideType.Solid && !checkSolid )
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continue;
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modifier = Math.Min( modifier, info.SpeedMultiplier[block] );
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if( block >= BlockInfo.CpeBlocksCount && type == BlockCollideType.SwimThrough )
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useLiquidGravity = true;
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}
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return modifier == float.PositiveInfinity ? 1 : modifier;
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}
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