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Fixed weird fall damage application
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parent
65c0e224a6
commit
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@ -1605,10 +1605,6 @@ fn box_voxel_collision<T: BaseVol<Vox = Block> + ReadVol>(
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on_ceiling = true;
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}
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if resolve_dir.magnitude_squared() > 0.0 {
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land_on_ground(entity, *vel, resolve_dir.normalized());
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}
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// When the resolution direction is non-vertical, we must be colliding
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// with a wall
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//
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@ -1652,7 +1648,10 @@ fn box_voxel_collision<T: BaseVol<Vox = Block> + ReadVol>(
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break;
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}
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// If not, correct the velocity
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// If not, correct the velocity, applying collision damage as we do
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if resolve_dir.magnitude_squared() > 0.0 {
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land_on_ground(entity, *vel, resolve_dir.normalized());
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}
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vel.0 = vel.0.map2(
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resolve_dir,
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|e, d| {
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@ -603,7 +603,18 @@ pub fn handle_land_on_ground(
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) {
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let ecs = server.state.ecs();
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let relative_vel = vel.dot(-surface_normal);
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// HACK: Certain ability movements currently take up above the fall damage
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// threshold in the horizontal axis. This factor dampens velocity in the
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// horizontal axis when applying fall damage.
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let horizontal_damp = 0.5
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+ vel
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.try_normalized()
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.unwrap_or_default()
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.dot(Vec3::unit_z())
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.abs()
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* 0.5;
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let relative_vel = vel.dot(-surface_normal) * horizontal_damp;
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// The second part of this if statement disables all fall damage when in the
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// water. This was added as a *temporary* fix a bug that causes you to take
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