Final improvements to Minecarts
* Fixed curved rails being a little broken + Implemented detector rails + Implemented block collisions on rails * Fixed snapping to rail - Removed minecart physics conditions in Entity.cpp as minecarts use their own simulator when on rails Fixes #148 and #217; partially implemented #215. This is Cave Johnson, and we're done here.
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@@ -629,11 +629,6 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water.
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}
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else if (IsBlockRail(BlockBelow) && IsMinecart()) // Rails aren't solid, except for Minecarts
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{
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fallspeed = 0;
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m_bOnGround = true;
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}
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else if (BlockIn == E_BLOCK_COBWEB)
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{
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NextSpeed.y *= 0.05; // Reduce overall falling speed
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@@ -648,41 +643,18 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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}
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else
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{
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if (IsMinecart())
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// Friction
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if (NextSpeed.SqrLength() > 0.0004f)
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{
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if (!IsBlockRail(BlockBelow))
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NextSpeed.x *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.x) < 0.05)
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{
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// Friction if minecart is off track, otherwise, Minecart.cpp handles this
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if (NextSpeed.SqrLength() > 0.0004f)
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{
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NextSpeed.x *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.x) < 0.05)
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{
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NextSpeed.x = 0;
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}
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NextSpeed.z *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.z) < 0.05)
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{
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NextSpeed.z = 0;
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}
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}
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NextSpeed.x = 0;
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}
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}
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else
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{
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// Friction for non-minecarts
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if (NextSpeed.SqrLength() > 0.0004f)
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NextSpeed.z *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.z) < 0.05)
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{
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NextSpeed.x *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.x) < 0.05)
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{
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NextSpeed.x = 0;
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}
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NextSpeed.z *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.z) < 0.05)
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{
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NextSpeed.z = 0;
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}
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NextSpeed.z = 0;
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}
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}
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}
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