mcl_playerplus = {
	elytra = {},
	is_pressing_jump = {},
}

local get_connected_players = minetest.get_connected_players
local dir_to_yaw = minetest.dir_to_yaw
local get_item_group = minetest.get_item_group
local check_player_privs = minetest.check_player_privs
local find_node_near = minetest.find_node_near
local get_name_from_content_id = minetest.get_name_from_content_id
local get_voxel_manip = minetest.get_voxel_manip
local add_particle = minetest.add_particle
local add_particlespawner = minetest.add_particlespawner

local is_sprinting = mcl_sprint.is_sprinting
local exhaust = mcl_hunger.exhaust
local playerphysics = playerphysics

local vector = vector
local math = math
-- Internal player state
local mcl_playerplus_internal = {}

local time = 0
local look_pitch = 0

local function player_collision(player)

	local pos = player:get_pos()
	--local vel = player:get_velocity()
	local x = 0
	local z = 0
	local width = .75

	for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do

		local ent = object:get_luaentity()
		if (object:is_player() or (ent and ent.is_mob and object ~= player)) then

			local pos2 = object:get_pos()
			local vec  = {x = pos.x - pos2.x, z = pos.z - pos2.z}
			local force = (width + 0.5) - vector.distance(
				{x = pos.x, y = 0, z = pos.z},
				{x = pos2.x, y = 0, z = pos2.z})

			x = x + (vec.x * force)
			z = z + (vec.z * force)
		end
	end
	return {x,z}
end

local function walking_player(player, control)
	if control.up or control.down or control.left or control.right then
		return true
	else
		return false
	end
end


-- converts yaw to degrees
local function degrees(rad)
	return rad * 180.0 / math.pi
end

local function dir_to_pitch(dir)
	--local dir2 = vector.normalize(dir)
	local xz = math.abs(dir.x) + math.abs(dir.z)
	return -math.atan2(-dir.y, xz)
end

local player_vel_yaws = {}

function limit_vel_yaw(player_vel_yaw, yaw)
	if player_vel_yaw < 0 then
		player_vel_yaw = player_vel_yaw + 360
	end

	if yaw < 0 then
		yaw = yaw + 360
	end

	if math.abs(player_vel_yaw - yaw) > 40 then
		local player_vel_yaw_nm, yaw_nm = player_vel_yaw, yaw
		if player_vel_yaw > yaw then
			player_vel_yaw_nm = player_vel_yaw - 360
		else
			yaw_nm = yaw - 360
		end
		if math.abs(player_vel_yaw_nm - yaw_nm) > 40 then
			local diff = math.abs(player_vel_yaw - yaw)
			if diff > 180 and diff < 185 or diff < 180 and diff > 175 then
				player_vel_yaw = yaw
			elseif diff < 180 then
				if player_vel_yaw < yaw then
					player_vel_yaw = yaw - 40
				else
					player_vel_yaw = yaw + 40
				end
			else
				if player_vel_yaw < yaw then
					player_vel_yaw = yaw + 40
				else
					player_vel_yaw = yaw - 40
				end
			end
		end
	end

	if player_vel_yaw < 0 then
		player_vel_yaw = player_vel_yaw + 360
	elseif player_vel_yaw > 360 then
		player_vel_yaw = player_vel_yaw - 360
	end

	return player_vel_yaw
end

local node_stand, node_stand_below, node_head, node_feet, node_head_top
local is_swimming

-- This following part is 2 wrapper functions for player:set_bones
-- and player:set_properties preventing them from being resent on
-- every globalstep when they have not changed.

local function roundN(n, d)
	if type(n) ~= "number" then return n end
    local m = 10^d
    return math.floor(n * m + 0.5) / m
end

local function close_enough(a,b)
	local rt=true
	if type(a) == "table" and type(b) == "table" then
		for k,v in pairs(a) do
			if roundN(v,2) ~= roundN(b[k],2) then
				rt=false
				break
			end
		end
	else
		rt = roundN(a,2) == roundN(b,2)
	end
	return rt
end



local function props_changed(props,oldprops)
	local changed=false
	local p={}
	for k,v in pairs(props) do
		if not close_enough(v,oldprops[k]) then
			p[k]=v
			changed=true
		end
	end
	return changed,p
end

--tests for roundN
local test_round1=15
local test_round2=15.00199999999
local test_round3=15.00111111
local test_round4=15.00999999

assert(roundN(test_round1,2)==roundN(test_round1,2))
assert(roundN(test_round1,2)==roundN(test_round2,2))
assert(roundN(test_round1,2)==roundN(test_round3,2))
assert(roundN(test_round1,2)~=roundN(test_round4,2))

-- tests for close_enough
local test_cb = {-0.35,0,-0.35,0.35,0.8,0.35} --collisionboxes
local test_cb_close = {-0.351213,0,-0.35,0.35,0.8,0.351212}
local test_cb_diff = {-0.35,0,-1.35,0.35,0.8,0.35}

local test_eh = 1.65 --eye height
local test_eh_close = 1.65123123
local test_eh_diff = 1.35

local test_nt = { r = 225, b = 225, a = 225, g = 225 } --nametag
local test_nt_diff = { r = 225, b = 225, a = 0, g = 225 }

assert(close_enough(test_cb,test_cb_close))
assert(not close_enough(test_cb,test_cb_diff))
assert(close_enough(test_eh,test_eh_close))
assert(not close_enough(test_eh,test_eh_diff))
assert(not close_enough(test_nt,test_nt_diff)) --no floats involved here

--tests for properties_changed
local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}

local test_p1,_=props_changed(test_properties_set1,test_properties_set1)
local test_p2,_=props_changed(test_properties_set1,test_properties_set2)

assert(not test_p1)
assert(test_p2)

local function set_properties_conditional(player,props)
	local changed,p=props_changed(props,player:get_properties())
	if changed then
		player:set_properties(p)
	end
end

local function set_bone_position_conditional(player,b,p,r) --bone,position,rotation
	local oldp,oldr=player:get_bone_position(b)
	if vector.equals(vector.round(oldp),vector.round(p)) and vector.equals(vector.round(oldr),vector.round(r)) then
		return
	end
	player:set_bone_position(b,p,r)
end

local function get_overall_velocity(vector)
	local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2)
	return v
end
local function anglediff(a1, a2)
	local a = a1 - a2
 	return math.abs((a + math.pi) % (math.pi*2) - math.pi)
end
local function clamp(num, min, max)
	return math.min(max, math.max(num, min))
end

local elytra_vars = {
	slowdown_mult = 0.0, -- amount of vel to take per sec
	fall_speed = 0.2, -- amount of vel to fall down per sec
	speedup_mult = 2, -- amount of speed to add based on look dir
	max_speed = 6, -- max amount to multiply against look direction when flying
	pitch_penalty = 1.3, -- if pitching up, slow down at this rate as a multiplier
	rocket_speed = 5.5,
}


minetest.register_globalstep(function(dtime)

	time = time + dtime

	for _,player in pairs(get_connected_players()) do

		--[[

						 _                 _   _
			  __ _ _ __ (_)_ __ ___   __ _| |_(_) ___  _ __  ___
			 / _` | '_ \| | '_ ` _ \ / _` | __| |/ _ \| '_ \/ __|
			| (_| | | | | | | | | | | (_| | |_| | (_) | | | \__ \
			 \__,_|_| |_|_|_| |_| |_|\__,_|\__|_|\___/|_| |_|___/

		]]--

		local control = player:get_player_control()
		local name = player:get_player_name()
		--local meta = player:get_meta()
		local parent = player:get_attach()
		local wielded = player:get_wielded_item()
		local player_velocity = player:get_velocity() or player:get_player_velocity()
		local wielded_def = wielded:get_definition()

		local c_x, c_y = unpack(player_collision(player))

		if player_velocity.x + player_velocity.y < .5 and c_x + c_y > 0 then
			player:add_velocity({x = c_x, y = 0, z = c_y})
			player_velocity = player:get_velocity() or player:get_player_velocity()
		end

		-- control head bone
		local pitch = - degrees(player:get_look_vertical())
		local yaw = degrees(player:get_look_horizontal())

		local player_vel_yaw = degrees(dir_to_yaw(player_velocity))
		if player_vel_yaw == 0 then
			player_vel_yaw = player_vel_yaws[name] or yaw
		end
		player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw)
		player_vel_yaws[name] = player_vel_yaw

		local fly_pos = player:get_pos()
		local fly_node = minetest.get_node({x = fly_pos.x, y = fly_pos.y - 0.1, z = fly_pos.z}).name
		local elytra = mcl_playerplus.elytra[player]

		if not elytra.active then
			elytra.speed = 0
		end

		local is_just_jumped = control.jump and not mcl_playerplus.is_pressing_jump[name] and not elytra.active
		mcl_playerplus.is_pressing_jump[name] = control.jump
		if is_just_jumped and not elytra.active then
			local direction = player:get_look_dir()
			elytra.speed = 1 - (direction.y/2 + 0.5)
		end

		elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra"
			and not player:get_attach()
			and (elytra.active or (is_just_jumped and player_velocity.y < -0))
			and ((not minetest.registered_nodes[fly_node].walkable) or fly_node == "ignore")

		if elytra.active then
			if is_just_jumped then -- move the player up when they start flying to give some clearance
				player:set_pos(vector.offset(player:get_pos(), 0, 0.8, 0))
			end
			mcl_player.player_set_animation(player, "fly")
			local direction = player:get_look_dir()
			local player_vel = player:get_velocity()
			local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel))
			local direction_mult = clamp(-(direction.y+0.1), -1, 1)
			if direction_mult < 0 then direction_mult = direction_mult * elytra_vars.pitch_penalty end

			local speed_mult = elytra.speed
			local block_below = minetest.get_node(vector.offset(fly_pos, 0, -0.9, 0)).name
			if (not minetest.registered_nodes[block_below].walkable) and (player_vel.y ~= 0) then
				speed_mult = speed_mult + direction_mult * elytra_vars.speedup_mult * dtime
			end
			speed_mult = speed_mult - elytra_vars.slowdown_mult * clamp(dtime, 0.09, 0.2) -- slow down but don't overdo it
			speed_mult = clamp(speed_mult, -elytra_vars.max_speed, elytra_vars.max_speed)
			if turn_amount > 0.3 and math.abs(direction.y) < 0.98 then -- don't do this if looking straight up / down
				speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*8)))
			end

			playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", elytra_vars.fall_speed)
			if elytra.rocketing > 0 then
				elytra.rocketing = elytra.rocketing - dtime
				if vector.length(player_velocity) < 40 then
					-- player:add_velocity(vector.multiply(player:get_look_dir(), 4))
					speed_mult = elytra_vars.rocket_speed
					add_particle({
						pos = fly_pos,
						velocity = {x = 0, y = 0, z = 0},
						acceleration = {x = 0, y = 0, z = 0},
						expirationtime = math.random(0.3, 0.5),
						size = math.random(1, 2),
						collisiondetection = false,
						vertical = false,
						texture = "mcl_particles_bonemeal.png^[colorize:#bc7a57:127",
						glow = 5,
					})
				end
			end

			elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it

			local new_vel = vector.multiply(direction, speed_mult * dtime * 30) -- use the look dir and speed as a mult
			-- new_vel.y = new_vel.y - elytra_vars.fall_speed * dtime -- make the player fall a set amount

			-- slow the player down so less spongy movement by applying some of the inverse velocity
			-- NOTE: do not set this higher than about 0.2 or the game will get the wrong vel and it will be broken
			-- this is far from ideal, but there's no good way to set_velocity or slow down the player
			player_vel = vector.multiply(player_vel, -0.1)
			-- if speed_mult < 1 then player_vel.y = player_vel.y * 0.1 end
			new_vel = vector.add(new_vel, player_vel)

			player:add_velocity(new_vel)
		else -- reset things when you stop flying with elytra
			elytra.rocketing = 0
			playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
		end

		if wielded_def and wielded_def._mcl_toollike_wield then
			set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
		elseif string.find(wielded:get_name(), "mcl_bows:bow") then
			set_bone_position_conditional(player,"Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
		elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
			set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0))
		elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
			set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0))
		else
			set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
		end

		-- controls right and left arms pitch when shooting a bow or blocking
		if mcl_shields.is_blocking(player) == 2 then
			set_bone_position_conditional(player, "Arm_Right_Pitch_Control", vector.new(-3, 5.785, 0), vector.new(20, -20, 0))
		elseif mcl_shields.is_blocking(player) == 1 then
			set_bone_position_conditional(player, "Arm_Left_Pitch_Control", vector.new(3, 5.785, 0), vector.new(20, 20, 0))
		elseif string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB then
			set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
			set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
		-- controls right and left arms pitch when holing a loaded crossbow
		elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
			set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
			set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
		-- controls right and left arms pitch when loading a crossbow
		elseif string.find(wielded:get_name(), "mcl_bows:crossbow_") then
			set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(45,-20,25))
			set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(55,20,-45))
		-- when punching
		elseif control.LMB and not parent then
			set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
			set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
		-- when holding an item.
		elseif wielded:get_name() ~= "" then
			set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0))
			set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
		-- resets arms pitch
		else
			set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
			set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
		end

		if elytra.active then
			-- set head pitch and yaw when flying
			set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
			-- sets eye height, and nametag color accordingly
			set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
			-- control body bone when flying
			set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new((75-degrees(dir_to_pitch(player_velocity))) , -player_vel_yaw + yaw, 0))
		elseif parent then
			local parent_yaw = degrees(parent:get_yaw())
			set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
			set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
			set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
		elseif control.sneak then
			-- controls head pitch when sneaking
			set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw))
			-- sets eye height, and nametag color accordingly
			set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
			-- sneaking body conrols
			set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
		elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
			-- set head pitch and yaw when swimming
			is_swimming = true
			set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity))+20,player_vel_yaw - yaw,0))
			-- sets eye height, and nametag color accordingly
			set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
			-- control body bone when swimming
			set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new((75-degrees(dir_to_pitch(player_velocity))) , -player_vel_yaw + yaw, 0))
		elseif get_item_group(mcl_playerinfo[name].node_head, "solid") == 0
		and get_item_group(mcl_playerinfo[name].node_head_top, "solid") == 0 then
			-- sets eye height, and nametag color accordingly
			is_swimming = false
			set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})

			set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
			set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
		end

		-- Update jump status immediately since we need this info in real time.
		-- WARNING: This section is HACKY as hell since it is all just based on heuristics.

		if mcl_playerplus_internal[name].jump_cooldown > 0 then
			mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
		end

		if control.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then

			--pos = player:get_pos()

			node_stand = mcl_playerinfo[name].node_stand
			node_stand_below = mcl_playerinfo[name].node_stand_below
			node_head = mcl_playerinfo[name].node_head
			node_feet = mcl_playerinfo[name].node_feet
			node_head_top = mcl_playerinfo[name].node_head_top
			if not node_stand or not node_stand_below or not node_head or not node_feet then
				return
			end
			if (not minetest.registered_nodes[node_stand]
			or not minetest.registered_nodes[node_stand_below]
			or not minetest.registered_nodes[node_head]
			or not minetest.registered_nodes[node_feet]
			or not minetest.registered_nodes[node_head_top]) then
				return
			end

			-- Cause buggy exhaustion for jumping

			--[[ Checklist we check to know the player *actually* jumped:
				* Not on or in liquid
				* Not on or at climbable
				* On walkable
				* Not on disable_jump
			FIXME: This code is pretty hacky and it is possible to miss some jumps or detect false
			jumps because of delays, rounding errors, etc.
			What this code *really* needs is some kind of jumping “callback” which this engine lacks
			as of 0.4.15.
			]]

			if get_item_group(node_feet, "liquid") == 0 and
					get_item_group(node_stand, "liquid") == 0 and
					not minetest.registered_nodes[node_feet].climbable and
					not minetest.registered_nodes[node_stand].climbable and
					(minetest.registered_nodes[node_stand].walkable or minetest.registered_nodes[node_stand_below].walkable)
					and get_item_group(node_stand, "disable_jump") == 0
					and get_item_group(node_stand_below, "disable_jump") == 0 then
			-- Cause exhaustion for jumping
			if is_sprinting(name) then
				exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
			else
				exhaust(name, mcl_hunger.EXHAUST_JUMP)
			end

			-- Reset cooldown timer
				mcl_playerplus_internal[name].jump_cooldown = 0.45
			end
		end
	end

	-- Run the rest of the code every 0.5 seconds
	if time < 0.5 then
		return
	end

	-- reset time for next check
	-- FIXME: Make sure a regular check interval applies
	time = 0

	-- check players
	for _,player in pairs(get_connected_players()) do
		-- who am I?
		local name = player:get_player_name()

		-- where am I?
		local pos = player:get_pos()

		-- what is around me?
		local node_stand = mcl_playerinfo[name].node_stand
		local node_stand_below = mcl_playerinfo[name].node_stand_below
		local node_head = mcl_playerinfo[name].node_head
		local node_feet = mcl_playerinfo[name].node_feet
		local node_head_top = mcl_playerinfo[name].node_head_top
		if not node_stand or not node_stand_below or not node_head or not node_feet or not node_head_top then
			return
		end

		-- Standing on soul sand? If so, walk slower (unless player wears Soul Speed boots)
		if node_stand == "mcl_nether:soul_sand" then
			-- TODO: Tweak walk speed
			-- TODO: Also slow down mobs
			-- Slow down even more when soul sand is above certain block
			local boots = player:get_inventory():get_stack("armor", 5)
			local soul_speed = mcl_enchanting.get_enchantment(boots, "soul_speed")
			if soul_speed > 0 then
				playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", soul_speed * 0.105 + 1.3)
			else
				if node_stand_below == "mcl_core:ice" or node_stand_below == "mcl_core:packed_ice" or node_stand_below == "mcl_core:slimeblock" or node_stand_below == "mcl_core:water_source" then
					playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
				else
					playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
				end
			end
		elseif get_item_group(node_feet, "liquid") ~= 0 and mcl_enchanting.get_enchantment(player:get_inventory():get_stack("armor", 5), "depth_strider") then
			local boots = player:get_inventory():get_stack("armor", 5)
			local depth_strider = mcl_enchanting.get_enchantment(boots, "depth_strider")

			if depth_strider > 0 then
				playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", (depth_strider / 3) + 0.75)
			end
		else
			playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
		end

		-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
		-- without group disable_suffocation=1)
		-- if swimming, check the feet node instead, because the head node will be above the player when swimming
		local ndef = minetest.registered_nodes[node_head]
		if is_swimming then
			ndef = minetest.registered_nodes[node_feet]
		end
		if (ndef.walkable == nil or ndef.walkable == true)
		and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
		and (ndef.node_box == nil or ndef.node_box.type == "regular")
		and (ndef.groups.disable_suffocation ~= 1)
		and (ndef.groups.opaque == 1)
		and (node_head ~= "ignore")
		-- Check privilege, too
		and (not check_player_privs(name, {noclip = true})) then
			if player:get_hp() > 0 then
				mcl_util.deal_damage(player, 1, {type = "in_wall"})
			end
		end

		-- Am I near a cactus?
		local near = find_node_near(pos, 1, "mcl_core:cactus")
		if not near then
			near = find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus")
		end
		if near then
			-- Am I touching the cactus? If so, it hurts
			local dist = vector.distance(pos, near)
			local dist_feet = vector.distance({x=pos.x, y=pos.y-1, z=pos.z}, near)
			if dist < 1.1 or dist_feet < 1.1 then
				if player:get_hp() > 0 then
					mcl_util.deal_damage(player, 1, {type = "cactus"})
				end
			end
		end

		--[[ Swimming: Cause exhaustion.
		NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid!
		Head alone does not count. We respect that for now. ]]
		if not player:get_attach() and (get_item_group(node_feet, "liquid") ~= 0 or
				get_item_group(node_stand, "liquid") ~= 0) then
			local lastPos = mcl_playerplus_internal[name].lastPos
			if lastPos then
				local dist = vector.distance(lastPos, pos)
				mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance + dist
				if mcl_playerplus_internal[name].swimDistance >= 1 then
					local superficial = math.floor(mcl_playerplus_internal[name].swimDistance)
					exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial)
					mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance - superficial
				end
			end

		end

		-- Underwater: Spawn bubble particles
		if get_item_group(node_head, "water") ~= 0 then
			add_particlespawner({
				amount = 10,
				time = 0.15,
				minpos = { x = -0.25, y = 0.3, z = -0.25 },
				maxpos = { x = 0.25, y = 0.7, z = 0.75 },
				attached = player,
				minvel = {x = -0.2, y = 0, z = -0.2},
				maxvel = {x = 0.5, y = 0, z = 0.5},
				minacc = {x = -0.4, y = 4, z = -0.4},
				maxacc = {x = 0.5, y = 1, z = 0.5},
				minexptime = 0.3,
				maxexptime = 0.8,
				minsize = 0.7,
				maxsize = 2.4,
				texture = "mcl_particles_bubble.png"
			})
		end

		-- Show positions of barriers when player is wielding a barrier
		local wi = player:get_wielded_item():get_name()
		if wi == "mcl_core:barrier" or wi == "mcl_core:realm_barrier" then
			local pos = vector.round(player:get_pos())
			local r = 8
			local vm = get_voxel_manip()
			local emin, emax = vm:read_from_map({x=pos.x-r, y=pos.y-r, z=pos.z-r}, {x=pos.x+r, y=pos.y+r, z=pos.z+r})
			local area = VoxelArea:new{
				MinEdge = emin,
				MaxEdge = emax,
			}
			local data = vm:get_data()
			for x=pos.x-r, pos.x+r do
			for y=pos.y-r, pos.y+r do
			for z=pos.z-r, pos.z+r do
				local vi = area:indexp({x=x, y=y, z=z})
				local nodename = get_name_from_content_id(data[vi])
				local tex
				if nodename == "mcl_core:barrier" then
					tex = "mcl_core_barrier.png"
				elseif nodename == "mcl_core:realm_barrier" then
					tex = "mcl_core_barrier.png^[colorize:#FF00FF:127^[transformFX"
				end
				if tex then
					add_particle({
						pos = {x=x, y=y, z=z},
						expirationtime = 1,
						size = 8,
						texture = tex,
						glow = 14,
						playername = name
					})
				end
			end
			end
			end
		end

		-- Update internal values
		mcl_playerplus_internal[name].lastPos = pos

	end

end)

-- set to blank on join (for 3rd party mods)
minetest.register_on_joinplayer(function(player)
	local name = player:get_player_name()

	mcl_playerplus_internal[name] = {
		lastPos = nil,
		swimDistance = 0,
		jump_cooldown = -1,	-- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
	}
	mcl_playerplus.elytra[player] = {active = false, rocketing = 0, speed = 0}
end)

-- clear when player leaves
minetest.register_on_leaveplayer(function(player)
	local name = player:get_player_name()

	mcl_playerplus_internal[name] = nil
	mcl_playerplus.elytra[player] = nil
end)

-- Don't change HP if the player falls in the water or through End Portal:
mcl_damage.register_modifier(function(obj, damage, reason)
	if reason.type == "fall" then
		if minetest.is_creative_enabled(obj:get_player_name()) then
			return 0
		end
		local pos = obj:get_pos()
		local node = minetest.get_node(pos)
		local velocity = obj:get_velocity() or obj:get_player_velocity() or {x=0,y=-10,z=0}
		local v_axis_max = math.max(math.abs(velocity.x), math.abs(velocity.y), math.abs(velocity.z))
		local step = {x = velocity.x / v_axis_max, y = velocity.y / v_axis_max, z = velocity.z / v_axis_max}
		for i = 1, math.ceil(v_axis_max/5)+1 do -- trace at least 1/5 of the way per second
			if not node or node.name == "ignore" then
				minetest.get_voxel_manip():read_from_map(pos, pos)
				node = minetest.get_node(pos)
			end
			if node then
				local def = minetest.registered_nodes[node.name]
				if not def or def.walkable then
					return
				end
				if minetest.get_item_group(node.name, "water") ~= 0 then
					return 0
				end
				if node.name == "mcl_portals:portal_end" then
					if mcl_portals and mcl_portals.end_teleport then
						mcl_portals.end_teleport(obj)
					end
					return 0
				end
				if node.name == "mcl_core:cobweb" then
					return 0
				end
				if node.name == "mcl_core:vine" then
					return 0
				end
			end
			pos = vector.add(pos, step)
			node = minetest.get_node(pos)
		end
	end
end, -200)

minetest.register_on_respawnplayer(function(player)
	local pos = player:get_pos()
	minetest.add_particlespawner({
		amount = 50,
		time = 0.001,
		minpos = vector.add(pos, 0),
		maxpos = vector.add(pos, 0),
		minvel = vector.new(-5,-5,-5),
		maxvel = vector.new(5,5,5),
		minexptime = 1.1,
		maxexptime = 1.5,
		minsize = 1,
		maxsize = 2,
		collisiondetection = false,
		vertical = false,
		texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
	})

	minetest.sound_play("mcl_mobs_mob_poof", {
		pos = pos,
		gain = 1.0,
		max_hear_distance = 8,
	}, true)
end)