workaround for lib_mount copy api on commented line set_yaw
* documented at https://notabug.org/TenPlus1/dmobs/issues/11#issuecomment-29714 * we do not need all the current lib_mount.attach features, so ony change deprecated * a (math.pi/2) around parenthesis do be sure of the values
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api.lua
25
api.lua
@ -61,7 +61,7 @@ function object_attach(entity, player, attach_at, eye_offset)
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default.player_set_animation(player, "sit" , 30)
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end)
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--entity.object:set_yaw(player:get_look_yaw() - math.pi / 2)
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entity.object:set_yaw(player:get_look_horizontal() - math.pi / 2)
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entity.object:set_yaw(player:get_look_horizontal() - (math.pi/2))
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end
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function object_detach(entity, player, offset)
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@ -119,21 +119,21 @@ function object_drive(entity, dtime, speed, shoots, arrow, moving_anim, stand_an
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--local yaw = entity.driver:get_look_yaw()
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local yaw = entity.driver:get_look_horizontal()
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if ctrl.up then
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entity.object:set_yaw(yaw+math.pi+math.pi/2)
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_forward)
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elseif ctrl.down then
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entity.object:set_yaw(yaw+math.pi+math.pi/2)
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_backward)
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elseif not ctrl.down or ctrl.up then
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entity.object:set_yaw(yaw+math.pi+math.pi/2)
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_stop)
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end
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if ctrl.sneak and ctrl.LMB and shoots then
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local pos = entity.object:get_pos()
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local obj = minetest.add_entity({x=pos.x+0+dir.x*2,y=pos.y+1.5+dir.y,z=pos.z+0+dir.z*2}, arrow)
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local vec = {x=dir.x*6,y=dir.y*6,z=dir.z*6}
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local yaw = entity.driver:get_look_horizontal() + rotview
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obj:set_yaw(yaw+math.pi/2)
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local yaw = entity.driver:get_look_horizontal() + rotview -- we have math.pi/2 but later yaw sumarized again in next line
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obj:set_yaw(yaw+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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obj:set_velocity(vec)
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end
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--lib_mount animation
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@ -182,16 +182,16 @@ function object_fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim
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-- entity.object:set_velocity({x=velo.x*0.5, y=velo.y*0.5, z=velo.z*0.5})
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-- end
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if ctrl.up then
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entity.object:set_yaw(yaw+math.pi+math.pi/2)
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_forward)
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elseif ctrl.down then
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entity.object:set_yaw(yaw+math.pi+math.pi/2)
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_backward)
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elseif ctrl.jump then
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entity.object:set_yaw(yaw+math.pi+math.pi/2)
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_rise)
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elseif not ctrl.down or ctrl.up or ctrl.jump then
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entity.object:set_yaw(yaw+math.pi+math.pi/2)
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_stop)
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end
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if ctrl.aux1 and shoots and not entity.loaded then
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@ -201,7 +201,7 @@ function object_fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim
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--local yaw = entity.driver:get_look_yaw()
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local yaw = entity.driver:get_look_horizontal()
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entity.loaded = true
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obj:set_yaw(yaw+math.pi/2)
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obj:set_yaw(yaw+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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obj:set_velocity(vec)
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local object = obj:get_luaentity()
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object.launcher = entity.driver
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@ -264,8 +264,7 @@ function lib_mount.attach(entity, player, attach_at, eye_offset)
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minetest.after(0.2, function()
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default.player_set_animation(player, "sit" , 30)
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end)
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-- --entity.object:set_yaw(player:get_look_yaw() - math.pi / 2)
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-- entity.object:set_yaw(player:get_look_horizontal() - math.pi / 2)
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entity.object:set_look_horizontal(player:get_look_horizontal() - (math.pi/2))
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end
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function lib_mount.detach(entity, player, offset)
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