Created
December 7, 2014 12:01
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diff --git a/src/camera.cpp b/src/camera.cpp | |
index e5954a5..d680845 100644 | |
--- a/src/camera.cpp | |
+++ b/src/camera.cpp | |
@@ -379,31 +379,36 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, | |
my_cp.Y += 2; | |
// Calculate new position | |
- bool abort = false; | |
- for (int i = BS; i <= BS*2.75; i++) | |
- { | |
- my_cp.X = m_camera_position.X + m_camera_direction.X*-i; | |
- my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i; | |
- if (i > 12) | |
- my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i); | |
- | |
- // Prevent camera positioned inside nodes | |
- INodeDefManager *nodemgr = m_gamedef->ndef(); | |
- MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS)); | |
- const ContentFeatures& features = nodemgr->get(n); | |
- if(features.walkable) | |
+ if (m_gamedef->checkLocalPrivilege("noclip") && g_settings->getBool("noclip")) { | |
+ my_cp = m_camera_position + m_camera_direction * (-BS * 2.75); | |
+ } else { | |
+ bool abort = false; | |
+ for (int i = BS; i <= BS*2.75; i++) | |
{ | |
- my_cp.X += m_camera_direction.X*-1*-BS/2; | |
- my_cp.Z += m_camera_direction.Z*-1*-BS/2; | |
- my_cp.Y += m_camera_direction.Y*-1*-BS/2; | |
- abort = true; | |
- break; | |
+ my_cp.X = m_camera_position.X + m_camera_direction.X*-i; | |
+ my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i; | |
+ if (i > 12) | |
+ my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i); | |
+ | |
+ // Prevent camera positioned inside nodes | |
+ INodeDefManager *nodemgr = m_gamedef->ndef(); | |
+ MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS)); | |
+ const ContentFeatures& features = nodemgr->get(n); | |
+ if(features.walkable) | |
+ { | |
+ my_cp.X += m_camera_direction.X*-1*-BS/2; | |
+ my_cp.Z += m_camera_direction.Z*-1*-BS/2; | |
+ my_cp.Y += m_camera_direction.Y*-1*-BS/2; | |
+ abort = true; | |
+ break; | |
+ } | |
} | |
+ | |
+ // If node blocks camera position don't move y to heigh | |
+ if (abort && my_cp.Y > player_position.Y+BS*2) | |
+ my_cp.Y = player_position.Y+BS*2; | |
} | |
- // If node blocks camera position don't move y to heigh | |
- if (abort && my_cp.Y > player_position.Y+BS*2) | |
- my_cp.Y = player_position.Y+BS*2; | |
} | |
// Update offset if too far away from the center of the map |
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