Fixed weird fall damage application

This commit is contained in:
Joshua Barretto 2023-06-01 14:08:13 +01:00
parent 65c0e224a6
commit f00f96636c
2 changed files with 16 additions and 6 deletions

View File

@ -1605,10 +1605,6 @@ fn box_voxel_collision<T: BaseVol<Vox = Block> + ReadVol>(
on_ceiling = true;
}
if resolve_dir.magnitude_squared() > 0.0 {
land_on_ground(entity, *vel, resolve_dir.normalized());
}
// When the resolution direction is non-vertical, we must be colliding
// with a wall
//
@ -1652,7 +1648,10 @@ fn box_voxel_collision<T: BaseVol<Vox = Block> + ReadVol>(
break;
}
// If not, correct the velocity
// If not, correct the velocity, applying collision damage as we do
if resolve_dir.magnitude_squared() > 0.0 {
land_on_ground(entity, *vel, resolve_dir.normalized());
}
vel.0 = vel.0.map2(
resolve_dir,
|e, d| {

View File

@ -603,7 +603,18 @@ pub fn handle_land_on_ground(
) {
let ecs = server.state.ecs();
let relative_vel = vel.dot(-surface_normal);
// HACK: Certain ability movements currently take up above the fall damage
// threshold in the horizontal axis. This factor dampens velocity in the
// horizontal axis when applying fall damage.
let horizontal_damp = 0.5
+ vel
.try_normalized()
.unwrap_or_default()
.dot(Vec3::unit_z())
.abs()
* 0.5;
let relative_vel = vel.dot(-surface_normal) * horizontal_damp;
// The second part of this if statement disables all fall damage when in the
// water. This was added as a *temporary* fix a bug that causes you to take