Fix respawn not working properly with larger models. (Thanks goodlyay)

This commit is contained in:
UnknownShadow200 2016-03-30 17:27:09 +11:00
parent 2a67f8f698
commit abf965b346
2 changed files with 37 additions and 15 deletions

View file

@ -4,7 +4,7 @@
<ProjectGuid>{BEB1C785-5CAD-48FF-A886-876BF0A318D4}</ProjectGuid>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<OutputType>WinExe</OutputType>
<OutputType>Exe</OutputType>
<RootNamespace>ClassicalSharp</RootNamespace>
<AssemblyName>ClassicalSharp</AssemblyName>
<TargetFrameworkVersion>v2.0</TargetFrameworkVersion>

View file

@ -238,20 +238,9 @@ namespace ClassicalSharp.Entities {
internal bool HandleKeyDown( Key key ) {
KeyMap keys = game.InputHandler.Keys;
if( key == keys[KeyBinding.Respawn] && Hacks.CanRespawn ) {
Vector3I p = Vector3I.Floor( SpawnPoint );
if( game.World.IsValidPos( p ) ) {
// Spawn player at highest valid position.
for( int y = p.Y; y <= game.World.Height; y++ ) {
byte block1 = physics.GetPhysicsBlockId( p.X, y, p.Z );
byte block2 = physics.GetPhysicsBlockId( p.X, y + 1, p.Z );
if( info.Collide[block1] != CollideType.Solid &&
info.Collide[block2] != CollideType.Solid ) {
p.Y = y;
break;
}
}
}
Vector3 spawn = (Vector3)p + new Vector3( 0.5f, 0.01f, 0.5f );
Vector3 spawn = SpawnPoint;
if( game.World.IsValidPos( Vector3I.Floor( spawn ) ) )
FindHighestFree( ref spawn );
LocationUpdate update = LocationUpdate.MakePosAndOri( spawn, SpawnYaw, SpawnPitch, false );
SetLocation( update, false );
} else if( key == keys[KeyBinding.SetSpawn] && Hacks.CanRespawn ) {
@ -276,5 +265,38 @@ namespace ClassicalSharp.Entities {
}
return true;
}
void FindHighestFree( ref Vector3 spawn ) {
Vector3 size = Model.CollisionSize;
BoundingBox bb = CollisionBounds;
Vector3I P = Vector3I.Floor( spawn );
int bbMax = Utils.Floor( size.Y );
int minX = Utils.Floor( -size.X / 2 ), maxX = Utils.Floor( size.X / 2 );
int minZ = Utils.Floor( -size.Z / 2 ), maxZ = Utils.Floor( size.Z / 2 );
// Spawn player at highest valid position.
for( int y = P.Y; y <= game.World.Height; y++ ) {
bool anyHit = false;
Console.WriteLine( "~~~~~" );
for( int yy = 0; yy <= bbMax; yy++ )
for( int zz = minZ; zz <= maxZ; zz++ )
for ( int xx = minX; xx <= maxX; xx++ )
{
Vector3I coords = new Vector3I( P.X + xx, y + yy, P.Z + zz );
byte block = physics.GetPhysicsBlockId( coords.X, coords.Y, coords.Z );
Vector3 min = info.MinBB[block] + (Vector3)coords;
Vector3 max = info.MaxBB[block] + (Vector3)coords;
Console.WriteLine( min + "_" + max );
if( !bb.Intersects( new BoundingBox( min, max ) ) ) continue;
anyHit |= info.Collide[block] == CollideType.Solid;
}
if( !anyHit ) {
spawn.Y = y + Entity.Adjustment;
return;
}
}
}
}
}