Cleanup
~ Code Cleanup ~ Move ladder node above/below check to inside ladder checkmaster
parent
586d4501c0
commit
98dbe16550
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@ -1,6 +1,13 @@
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-------------------------------------------
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-- Example Cape --
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-------------------------------------------
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------------------------------------------------------------
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-- ___ _ __ ___ _ --
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-- | __| |_ _ / _|___ / __|_ __ _(_)_ __ --
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-- | _|| | || | > _|_ _| \__ \ V V / | ' \ --
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-- |_| |_|\_, | \_____| |___/\_/\_/|_|_|_|_| --
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-- |__/ --
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-- Crouch and Climb --
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------------------------------------------------------------
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-- Example Cape --
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------------------------------------------------------------
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armor:register_armor("3d_armor_flyswim:demo_cape", {
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description = "Someones Cape",
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inventory_image = "3d_armor_flyswim_demo_cape_inv.png",
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173
i_functions.lua
173
i_functions.lua
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@ -1,94 +1,100 @@
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------------------------------------------------------------------
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-- ___________ __ .__ --
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-- \_ _____/_ __ ____ _____/ |_|__| ____ ____ ______ --
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-- | __)| | \/ \_/ ___\ __\ |/ _ \ / \ / ___/ --
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-- | \ | | / | \ \___| | | ( <_> ) | \\___ \ --
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-- \___ / |____/|___| /\___ >__| |__|\____/|___| /____ > --
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-- \/ \/ \/ \/ \/ --
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------------------------------------------------------------------
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------------------------------------------------------------
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-- ___ _ __ ___ _ --
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-- | __| |_ _ / _|___ / __|_ __ _(_)_ __ --
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-- | _|| | || | > _|_ _| \__ \ V V / | ' \ --
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-- |_| |_|\_, | \_____| |___/\_/\_/|_|_|_|_| --
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-- |__/ --
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-- Crouch and Climb --
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------------------------------------------------------------
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-- Functions --
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------------------------------------------------------------
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----------------------------------------
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-- Get Player model and textures
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function armor_fly_swim.get_player_model()
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local player_mod = "character_sf.b3d" -- Swim, Fly
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local texture = {"character.png",
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-- player_api only (simple_skins uses)
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local player_mod = "character_sf.b3d"
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local texture = {"character.png",
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"3d_armor_trans.png"}
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if armor_fly_swim.is_3d_armor and
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not armor_fly_swim.add_capes and
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-- 3d_armor only nil capes (simple_skins uses)
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if armor_fly_swim.is_3d_armor and
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not armor_fly_swim.add_capes and
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not armor_fly_swim.is_skinsdb then
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player_mod = "3d_armor_character_sf.b3d" -- Swim Fly
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texture = {armor.default_skin..".png",
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"3d_armor_trans.png",
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player_mod = "3d_armor_character_sf.b3d"
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texture = {armor.default_skin..".png",
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"3d_armor_trans.png",
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"3d_armor_trans.png"}
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end
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if armor_fly_swim.is_3d_armor and
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armor_fly_swim.add_capes and
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-- 3d_armor only with capes (simple_skins uses)
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if armor_fly_swim.is_3d_armor and
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armor_fly_swim.add_capes and
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not armor_fly_swim.is_skinsdb then
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player_mod = "3d_armor_character_sfc.b3d" -- Swim Fly Capes
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texture = {armor.default_skin..".png",
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"3d_armor_trans.png",
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player_mod = "3d_armor_character_sfc.b3d"
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texture = {armor.default_skin..".png",
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"3d_armor_trans.png",
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"3d_armor_trans.png"}
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end
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if armor_fly_swim.is_skinsdb then
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player_mod = "skinsdb_3d_armor_character_5.b3d" -- Swim Fly Capes
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texture = {"blank.png",
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"blank.png",
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"blank.png",
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-- skins_db with 3d_armor or without
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if armor_fly_swim.is_skinsdb then
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player_mod = "skinsdb_3d_armor_character_5.b3d"
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texture = {"blank.png",
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"blank.png",
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"blank.png",
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"blank.png"}
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end
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end
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return player_mod,texture
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end
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----------------------------------------
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-- Get WASD, pressed = true
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-- Get WASD, pressed = true
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function armor_fly_swim.get_wasd_state(controls)
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local rtn = false
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if controls.up == true or
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controls.down == true or
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controls.left == true or
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local rtn = false
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if controls.up == true or
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controls.down == true or
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controls.left == true or
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controls.right == true then
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rtn = true
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end
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return rtn
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end
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----------------------------------------
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-- Check specific node fly/swim --
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-- 1=player feet, 2=one below feet, --
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-- Thanks Gundul --
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----------------------------------------
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-- Check specific node fly/swim
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-- 1=player feet, 2=one below feet,
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-- Thanks Gundul
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function node_fsable(pos,num,type)
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local draw_ta = {"airlike"}
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local draw_tl = {"liquid","flowingliquid"}
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local compare = draw_ta
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local node = minetest.get_node({x=pos.x,y=pos.y-(num-1),z=pos.z})
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local n_draw
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if minetest.registered_nodes[node.name] then
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n_draw = minetest.registered_nodes[node.name].drawtype
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else
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n_draw = "normal"
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end
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if type == "s" then
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compare = draw_tl
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end
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for k,v in ipairs(compare) do
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for k,v in ipairs(compare) do
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if n_draw == v then
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return true
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end
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@ -97,8 +103,8 @@ function node_fsable(pos,num,type)
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end
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-----------------------------------------------
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-- Check X number nodes down fly/Swimmable --
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-----------------------------------------------
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-- Check X number nodes down fly/Swimmable
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function node_down_fsable(pos,num,type)
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local draw_ta = {"airlike"}
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@ -114,25 +120,25 @@ local compare = draw_ta
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if type == "s" then
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compare = draw_tl
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end
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end
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local n_draw
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for k,v in pairs(nodes) do
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local n_draw
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if minetest.registered_nodes[v.name] then
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n_draw = minetest.registered_nodes[v.name].drawtype
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else
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n_draw = "normal"
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end
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for k2,v2 in ipairs(compare) do
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for k2,v2 in ipairs(compare) do
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if n_draw == v2 then
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table.insert(result,"t")
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end
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end
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end
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end
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if #result == num then
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return true
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else
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@ -141,43 +147,40 @@ local compare = draw_ta
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end
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------------------------------------------
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-- Workaround for odd crouch behaviour --
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------------------------------------------
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-- Workaround for slab edge crouch
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function crouch_wa(player,pos)
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local is_slab = 0 -- is_slab var holder 0=not_slab, 1=slab
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local pos_w = {} -- Empty table
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local is_slab = 0
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local pos_w = {}
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local angle = (player:get_look_horizontal())*180/math.pi -- Convert Look direction to angles
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if angle <= 45 or angle >= 315 then -- +Z North
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-- +Z North
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if angle <= 45 or angle >= 315 then
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pos_w={x=pos.x,y=pos.y+1,z=pos.z+1}
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elseif angle > 45 and angle < 135 then -- -X West
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-- -X West
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elseif angle > 45 and angle < 135 then
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pos_w={x=pos.x-1,y=pos.y+1,z=pos.z}
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elseif angle >= 135 and angle <= 225 then -- -Z South
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-- -Z South
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elseif angle >= 135 and angle <= 225 then
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pos_w={x=pos.x,y=pos.y+1,z=pos.z-1}
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elseif angle > 225 and angle < 315 then -- +X East
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pos_w={x=pos.x+1,y=pos.y+1,z=pos.z}
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-- +X East
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elseif angle > 225 and angle < 315 then
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pos_w={x=pos.x+1,y=pos.y+1,z=pos.z}
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end
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local check = minetest.get_node(pos_w) -- Get the node that is in front of the players look direction
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local check = minetest.get_node(pos_w)
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if minetest.registered_nodes[check.name] then
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local check_g = minetest.registered_nodes[check.name].groups -- Get the groups assigned to node
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for k,v in pairs(check_g) do
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if k == "slab" then -- Any of the keys == slab then slab
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is_slab = 1 -- is_slab set to 1
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end
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end
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local check_g = minetest.get_item_group(check.name, "slab")
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if check_g ~= 0 then
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is_slab = 1
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end
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end
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return is_slab -- return 1 or 0
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-- return 1 or 0, need to update to bool
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return is_slab
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end
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417
init.lua
417
init.lua
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@ -1,29 +1,21 @@
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--------------------------------------------------------------------------------------
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-- ________ .___ _____ --
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-- \_____ \ __| _/ / _ \_______ _____ ___________ --
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-- _(__ < / __ | / /_\ \_ __ \/ \ / _ \_ __ \ --
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-- / \/ /_/ | / | \ | \/ Y Y ( <_> ) | \/ --
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-- /______ /\____ | \____|__ /__| |__|_| /\____/|__| --
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-- \/ \/ \/ \/ --
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-- ___________.__ .___ _________ .__ --
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-- \_ _____/| | ___.__. _____ ____ __| _/ / _____/_ _ _|__| _____ --
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-- | __) | |< | | \__ \ / \ / __ | \_____ \\ \/ \/ / |/ \ --
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-- | \ | |_\___ | / __ \| | \/ /_/ | / \\ /| | Y Y \ --
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-- \___ / |____/ ____| (____ /___| /\____ | /_______ / \/\_/ |__|__|_| / --
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-- \/ \/ \/ \/ \/ \/ \/ --
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-- --
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-- Also makes Capes a 3d Armor, armor item --
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--------------------------------------------------------------------------------------
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-- by Sirrobzeroone --
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-- Licence code LGPL v2.1 --
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-- Cape Textures - CC0 --
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-- Blender Model/B3Ds as per base MTG - CC BY-SA 3.0 --
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-- except "3d_armor_trans.png" CC-BY-SA 3.0 --
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--------------------------------------------------------------------------------------
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------------------------------------------------------------
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-- ___ _ __ ___ _ --
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-- | __| |_ _ / _|___ / __|_ __ _(_)_ __ --
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-- | _|| | || | > _|_ _| \__ \ V V / | ' \ --
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-- |_| |_|\_, | \_____| |___/\_/\_/|_|_|_|_| --
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-- |__/ --
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-- Crouch and Climb --
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------------------------------------------------------------
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-- Sirrobzeroone --
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-- Licence code LGPL v2.1 --
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-- Cape Textures - CC0 --
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-- Blender Model/B3Ds as per base MTG - CC BY-SA 3.0 --
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-- except "3d_armor_trans.png" CC-BY-SA 3.0 --
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------------------------------------------------------------
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----------------------------
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-- Settings --
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----------------------------
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-- Settings
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armor_fly_swim = {}
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local modname = minetest.get_current_modname()
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@ -35,22 +27,23 @@ armor_fly_swim.example_cape = minetest.settings:get_bool("example_cape" ,false)
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local fly_anim = minetest.settings:get_bool("fly_anim" ,true)
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local fall_anim = minetest.settings:get_bool("fall_anim" ,true)
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local fall_tv = tonumber(minetest.settings:get("fall_tv" ,true)) or 100
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fall_tv = -1*(fall_tv/3.7) -- Convert kp/h back to number of -y blocks per 0.05 of a second.
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-- Convert kp/h back to number of -y blocks per 0.05 of a second.
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fall_tv = -1*(fall_tv/3.7)
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local swim_anim = minetest.settings:get_bool("swim_anim" ,true)
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local swim_sneak = minetest.settings:get_bool("swim_sneak" ,true)
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local climb_anim = minetest.settings:get_bool("climb_anim" ,true)
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local crouch_anim = minetest.settings:get_bool("crouch_anim" ,true)
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local crouch_sneak = minetest.settings:get_bool("crouch_sneak" ,true)
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-----------------------
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-- Conditional mods --
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-----------------------
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-----------------------
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-- Conditional mods
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armor_fly_swim.is_3d_armor = minetest.get_modpath("3d_armor")
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armor_fly_swim.is_skinsdb = minetest.get_modpath("skinsdb")
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-------------------------------------
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-- Adding new armor item for Capes --
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-------------------------------------
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-- Adding new armor item for Capes
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if armor_fly_swim.add_capes == true then
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if minetest.global_exists("armor") and armor.elements then
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table.insert(armor.elements, "capes")
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@ -58,27 +51,27 @@ if armor_fly_swim.add_capes == true then
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end
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----------------------------
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-- Initiate files --
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----------------------------
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dofile(modpath .. "/i_functions.lua") -- Functions
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-- Initiate files
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if armor_fly_swim.example_cape and
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armor_fly_swim.add_capes and
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dofile(modpath .. "/i_functions.lua")
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if armor_fly_swim.example_cape and
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armor_fly_swim.add_capes and
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armor_fly_swim.is_3d_armor then
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dofile(modpath .. "/i_example_cape.lua") -- Example Cape
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dofile(modpath .. "/i_example_cape.lua")
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end
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-------------------------------------
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-- Get Player model to use --
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-------------------------------------
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-- Get Player model to use
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local player_mod, texture = armor_fly_swim.get_player_model()
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--------------------------------------
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-- Player model with Swim/Fly/Capes --
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--------------------------------------
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-- Player model with Swim/Fly/Capes
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player_api.register_model(player_mod, {
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animation_speed = 30,
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textures = texture,
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textures = texture,
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animations = {
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stand = {x=0, y=79},
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lay = {x=162, y=166},
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@ -86,7 +79,7 @@ player_api.register_model(player_mod, {
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mine = {x=189, y=198},
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walk_mine = {x=200, y=219},
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sit = {x=81, y=160},
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swim = {x=246, y=279},
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swim = {x=246, y=279},
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swim_atk = {x=285, y=318},
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fly = {x=325, y=334},
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fly_atk = {x=340, y=349},
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@ -94,18 +87,18 @@ player_api.register_model(player_mod, {
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fall_atk = {x=365, y=374},
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duck_std = {x=380, y=380},
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duck = {x=381, y=399},
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climb = {x=410, y=429},
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climb = {x=410, y=429},
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},
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})
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----------------------------------------
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-- Setting model on join and clearing --
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-- local_animations --
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----------------------------------------
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-- Setting model on join and clearing
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-- local_animations
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minetest.register_on_joinplayer(function(player)
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player_api.set_model(player,player_mod)
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player_api.set_model(player,player_mod)
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player_api.player_attached[player:get_player_name()] = false
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player:set_local_animation({},{},{},{},30)
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end)
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------------------------------------------------
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@ -121,240 +114,258 @@ minetest.register_globalstep(function()
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local privs = minetest.get_player_privs(player:get_player_name())
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local pos = player:get_pos()
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local pmeta = player:get_meta()
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local cur_anim = player_api.get_animation(player)
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local cur_anim = player_api.get_animation(player)
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local ladder = {}
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ladder.n = {is = false, pos = pos}
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ladder.n_a = {is = false, pos = {x=pos.x,y=pos.y +1,z=pos.z}}
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ladder.n_a = {is = false, pos = {x=pos.x,y=pos.y +1,z=pos.z}}
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ladder.n_b = {is = false, pos = {x=pos.x,y=pos.y -1,z=pos.z}}
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local is_slab = crouch_wa(player,pos)
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local attack = ""
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local ani_spd = 30
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local ani_spd = 30
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local offset = 0
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local tdebug = false
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-- reset player collisionbox, eye height, speed override
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-- reset player collisionbox, eye height, speed override
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player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}})
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player:set_properties({eye_height = 1.47})
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-- used to store and reset the players physics.speed settings
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-- used to store and reset the players physics.speed settings
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-- back to what they were before fly_swim adjusted them
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if pmeta:get_int("flyswim_std_under_slab") == 1 then
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if pmeta:get_int("flyswim_std_under_slab") == 1 then
|
||||
player:set_physics_override({speed = pmeta:get_float("flyswim_org_phy_or")})
|
||||
pmeta:set_int("flyswim_std_under_slab", 0)
|
||||
pmeta:set_int("flyswim_std_under_slab", 0)
|
||||
end
|
||||
|
||||
local vel = player:get_velocity()
|
||||
|
||||
|
||||
-- basically 3D Pythagorean Theorem km/h
|
||||
local play_s = (math.sqrt(math.pow(math.abs(vel.x),2) +
|
||||
math.pow(math.abs(vel.y),2) +
|
||||
local play_s = (math.sqrt(math.pow(math.abs(vel.x),2) +
|
||||
math.pow(math.abs(vel.y),2) +
|
||||
math.pow(math.abs(vel.z),2) ))*3.6
|
||||
|
||||
-- Sets terminal velocity to about 100Km/hr beyond --
|
||||
-- this speed chunk load issues become more noticable --
|
||||
if vel.y < fall_tv and controls.sneak ~= true then
|
||||
local tv_offset_y = -1*((-1*(vel.y+1)) + vel.y) --(-1*(vel.y+1)) - catch those holding shift and over acceleratering when falling so dynamic end point so we dont bounce back up
|
||||
player:add_player_velocity({x=0, y=tv_offset_y, z=0})
|
||||
-- Sets terminal velocity to about 100Km/hr beyond
|
||||
-- this speed chunk load issues become more noticable
|
||||
--(-1*(vel.y+1)) - catch those holding shift and over
|
||||
-- acceleratering when falling so dynamic end point
|
||||
-- so player dosent bounce back up
|
||||
if vel.y < fall_tv and controls.sneak ~= true then
|
||||
local tv_offset_y = -1*((-1*(vel.y+1)) + vel.y)
|
||||
player:add_player_velocity({x=0, y=tv_offset_y, z=0})
|
||||
end
|
||||
|
||||
|
||||
-- Check for Swinging/attacking and set string
|
||||
if controls.LMB or controls.RMB then
|
||||
attack = "_atk"
|
||||
end
|
||||
|
||||
-- get ladder nodes
|
||||
for k,def in pairs(ladder) do
|
||||
local node = minetest.registered_nodes[minetest.get_node(def.pos).name]
|
||||
if node and node.climbable then
|
||||
def.is = true
|
||||
end
|
||||
end
|
||||
|
||||
-- get ladder pos node
|
||||
local t_node = minetest.registered_nodes[minetest.get_node(ladder.n.pos).name]
|
||||
if t_node and t_node.climbable then
|
||||
ladder.n.is = true
|
||||
end
|
||||
|
||||
---------------------------------------------------------
|
||||
-- Start of Animation Cases --
|
||||
---------------------------------------------------------
|
||||
-------------------------------------
|
||||
-- Crouch Slab/Node Exception Case --
|
||||
-------------------------------------
|
||||
-- Crouch Slab/Node Exception Case
|
||||
|
||||
-- If player still udner slab/swimming in tunnel
|
||||
-- and they let go of shift this stops them
|
||||
-- standing up
|
||||
local node_check = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
|
||||
local nc_draw = "normal"
|
||||
local nc_slab = 0
|
||||
local nc_node = 0
|
||||
|
||||
|
||||
if minetest.registered_nodes[node_check.name] then
|
||||
|
||||
|
||||
nc_slab = minetest.get_item_group(node_check.name, "slab")
|
||||
nc_draw = minetest.registered_nodes[node_check.name].drawtype
|
||||
|
||||
if nc_draw ~= "liquid" and
|
||||
nc_draw ~= "flowingliquid" and
|
||||
|
||||
if nc_draw ~= "liquid" and
|
||||
nc_draw ~= "flowingliquid" and
|
||||
nc_draw ~= "airlike" then
|
||||
|
||||
|
||||
nc_node = 1
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if crouch_sneak and
|
||||
nc_slab == 1 and
|
||||
not attached_to and
|
||||
not controls.sneak and
|
||||
not controls.sneak and
|
||||
not node_fsable(pos,2,"a") then
|
||||
|
||||
local animiation = "duck_std"
|
||||
|
||||
-- when player moving
|
||||
if controls_wasd then
|
||||
local play_or_2 =player:get_physics_override()
|
||||
pmeta:set_int("flyswim_std_under_slab", 1)
|
||||
pmeta:set_float("flyswim_org_phy_or", play_or_2.speed)
|
||||
player:set_physics_override({speed = play_or_2.speed*0.2})
|
||||
|
||||
animation = "duck"
|
||||
end
|
||||
|
||||
if crouch_anim == true then
|
||||
player_api.set_animation(player, animation ,ani_spd/2)
|
||||
end
|
||||
|
||||
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
|
||||
player:set_properties({eye_height = 1.27})
|
||||
if tdebug then minetest.debug("crouch catch") end
|
||||
|
||||
local animiation = "duck_std"
|
||||
|
||||
-- when player moving
|
||||
if controls_wasd then
|
||||
local play_or_2 =player:get_physics_override()
|
||||
pmeta:set_int("flyswim_std_under_slab", 1)
|
||||
pmeta:set_float("flyswim_org_phy_or", play_or_2.speed)
|
||||
player:set_physics_override({speed = play_or_2.speed*0.2})
|
||||
|
||||
animation = "duck"
|
||||
end
|
||||
|
||||
if crouch_anim == true then
|
||||
player_api.set_animation(player, animation ,ani_spd/2)
|
||||
end
|
||||
|
||||
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
|
||||
player:set_properties({eye_height = 1.27})
|
||||
if tdebug then minetest.debug("crouch catch") end
|
||||
|
||||
elseif swim_sneak and
|
||||
nc_node == 1 and
|
||||
node_down_fsable(pos,1,"s") and
|
||||
not attached_to and
|
||||
not attached_to and
|
||||
not controls.sneak then
|
||||
|
||||
|
||||
player_api.set_animation(player, "swim",ani_spd)
|
||||
player:set_properties({collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}})
|
||||
player:set_properties({eye_height = 0.7})
|
||||
player:set_properties({eye_height = 0.7})
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("swim through catch") end
|
||||
|
||||
|
||||
-----------------------------
|
||||
-- Climb Cases --
|
||||
-----------------------------
|
||||
elseif climb_anim and -- Climb animation setting must be true
|
||||
ladder.n.is and -- Player standing in node that is climable and
|
||||
(controls.jump or controls.sneak) then -- Moving up or Moving down
|
||||
|
||||
-- Climb
|
||||
elseif climb_anim and
|
||||
ladder.n.is and
|
||||
(controls.jump or controls.sneak) then
|
||||
|
||||
-- Moved inside climb to save unessecary node checking
|
||||
for k,def in pairs(ladder) do
|
||||
if k ~= "n" then
|
||||
local node = minetest.registered_nodes[minetest.get_node(def.pos).name]
|
||||
if node and node.climbable then
|
||||
def.is = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if (controls.sneak and ladder.n_b.is) or
|
||||
(controls.jump and ladder.n_a.is) then
|
||||
|
||||
minetest.debug(dump(ladder.n_b.is))
|
||||
player_api.set_animation(player, "climb",ani_spd) -- Do climbing animation
|
||||
|
||||
player_api.set_animation(player, "climb",ani_spd)
|
||||
if tdebug then minetest.debug("climb") end
|
||||
end
|
||||
end
|
||||
|
||||
-----------------------------
|
||||
-- Swim Cases --
|
||||
-----------------------------
|
||||
-- Swim
|
||||
|
||||
elseif swim_anim == true and
|
||||
controls_wasd and
|
||||
node_down_fsable(pos,2,"s") and --Node player standing in and 1 below must be swimmable
|
||||
node_down_fsable(pos,2,"s") and
|
||||
not attached_to then
|
||||
|
||||
player_api.set_animation(player,"swim"..attack ,ani_spd) -- Set to swimming attack animation
|
||||
offset = 90 -- Offset for Headanim
|
||||
|
||||
player_api.set_animation(player,"swim"..attack ,ani_spd)
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("swim") end
|
||||
|
||||
|
||||
elseif swim_sneak == true and
|
||||
swim_anim == true and
|
||||
controls.sneak and
|
||||
node_down_fsable(pos,1,"s") and -- Node player standing in swimmable
|
||||
controls.sneak and
|
||||
node_down_fsable(pos,1,"s") and
|
||||
not attached_to then
|
||||
|
||||
|
||||
player_api.set_animation(player, "swim",ani_spd)
|
||||
player:set_properties({collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}})
|
||||
player:set_properties({eye_height = 0.7})
|
||||
offset = 90 -- Offset for Headanim
|
||||
player:set_properties({eye_height = 0.7})
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("swim through") end
|
||||
-----------------------------
|
||||
-- Sneak Cases --
|
||||
-----------------------------
|
||||
----------------------------------------------------------
|
||||
-- Crouch-walk workaround Start
|
||||
-- First slab player enters counts as a true slab and has an edge.
|
||||
-- As such the shift edge detection kicks in and player can't move forwards
|
||||
-- This case sets the player collision box to 1 high for that first slab
|
||||
|
||||
elseif crouch_anim and
|
||||
controls.sneak and
|
||||
controls.up and
|
||||
not node_fsable(pos,2,"a") and -- No air node below feet
|
||||
not attached_to and
|
||||
play_s <= 1 and is_slab == 1 then -- Speed < 1 kph and node infront and up 1 must be slab see functions
|
||||
-- Sneak
|
||||
|
||||
if crouch_anim == true then
|
||||
player_api.set_animation(player, "duck",ani_spd/2)
|
||||
player:set_properties({eye_height = 1.27})
|
||||
end
|
||||
|
||||
if crouch_sneak == true then
|
||||
-- Workaround set collision box to 1 high
|
||||
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}})
|
||||
end
|
||||
if tdebug then minetest.debug("crouch_1") end
|
||||
|
||||
elseif crouch_anim and
|
||||
controls.sneak and
|
||||
not node_fsable(pos,2,"a") and
|
||||
not attached_to then
|
||||
|
||||
local animation = "duck_std"
|
||||
if controls_wasd then animation = "duck" end
|
||||
|
||||
player_api.set_animation(player, animation, ani_spd/2)
|
||||
-- first elseif Crouch-walk workaround.
|
||||
-- First slab player enters counts as a true slab
|
||||
-- and has an edge. As such the shift edge detection
|
||||
-- kicks in and player can't move forwards. This
|
||||
-- case sets the player collision box to 1 high for that first slab
|
||||
|
||||
elseif crouch_anim and
|
||||
controls.sneak and
|
||||
controls.up and
|
||||
not node_fsable(pos,2,"a") and
|
||||
not attached_to and
|
||||
play_s <= 1 and is_slab == 1 then
|
||||
|
||||
if crouch_anim == true then
|
||||
player_api.set_animation(player, "duck",ani_spd/2)
|
||||
player:set_properties({eye_height = 1.27})
|
||||
end
|
||||
|
||||
if crouch_sneak == true then
|
||||
-- Workaround set collision box to 1 high
|
||||
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}})
|
||||
end
|
||||
if tdebug then minetest.debug("crouch_1") end
|
||||
|
||||
elseif crouch_anim and
|
||||
controls.sneak and
|
||||
not node_fsable(pos,2,"a") and
|
||||
not attached_to then
|
||||
|
||||
local animation = "duck_std"
|
||||
if controls_wasd then animation = "duck" end
|
||||
|
||||
player_api.set_animation(player, animation, ani_spd/2)
|
||||
player:set_properties({eye_height = 1.27})
|
||||
|
||||
if crouch_sneak == true then
|
||||
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
|
||||
end
|
||||
if tdebug then minetest.debug("crouch_2") end
|
||||
|
||||
if crouch_sneak == true then
|
||||
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
|
||||
end
|
||||
if tdebug then minetest.debug("crouch_2") end
|
||||
|
||||
-----------------------------
|
||||
-- Flying Cases --
|
||||
-----------------------------
|
||||
-- Flying
|
||||
|
||||
elseif fly_anim == true and
|
||||
privs.fly == true and
|
||||
node_down_fsable(pos,3,"a") and
|
||||
not attached_to then
|
||||
|
||||
privs.fly == true and
|
||||
node_down_fsable(pos,3,"a") and
|
||||
not attached_to then
|
||||
|
||||
-- Vel.y value is a compromise for code simplicity,
|
||||
-- Flyers wont get fall animation until below -18m/s
|
||||
if controls_wasd then
|
||||
if controls_wasd then
|
||||
player_api.set_animation(player, "fly"..attack, ani_spd)
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("fly") end
|
||||
|
||||
elseif fall_anim == true and
|
||||
vel.y < -18.0 then
|
||||
vel.y < -18.0 then
|
||||
player_api.set_animation(player, "fall"..attack, ani_spd)
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("fly_fall") end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-----------------------------
|
||||
-- Falling Cases --
|
||||
-----------------------------
|
||||
elseif fall_anim == true and
|
||||
node_down_fsable(pos,5,"a") and
|
||||
vel.y < -0.5 and
|
||||
not attached_to then
|
||||
|
||||
player_api.set_animation(player, "fall"..attack, ani_spd)
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("fall") end
|
||||
-- Falling
|
||||
|
||||
elseif fall_anim == true and
|
||||
node_down_fsable(pos,5,"a") and
|
||||
vel.y < -0.5 and
|
||||
not attached_to then
|
||||
|
||||
player_api.set_animation(player, "fall"..attack, ani_spd)
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("fall") end
|
||||
end
|
||||
|
||||
---------------------------------------------------------
|
||||
-- Post MT 5.3 Head Animation --
|
||||
---------------------------------------------------------
|
||||
local check_v = minetest.is_creative_enabled -- this function was added in 5.3 which has the bone position change break animations fix - i think (MT #9807)
|
||||
-- I'm not too sure how to directly test for the bone fix so I simply check for this function.
|
||||
if check_v ~= nil then -- If creative_enabled function is nil we are pre-5.3
|
||||
local look_degree = -math.deg(player:get_look_vertical())-- Kept this near code
|
||||
---------------------------------------------------------
|
||||
-- this function was added in 5.3 which has the bone position
|
||||
-- change break animations fix - i think (MT #9807)
|
||||
-- I'm not too sure how to directly test for the bone fix/ MT version
|
||||
-- so I simply check for this function.
|
||||
local check_v = minetest.is_creative_enabled
|
||||
|
||||
if check_v ~= nil then
|
||||
|
||||
local look_degree = -math.deg(player:get_look_vertical())
|
||||
|
||||
if look_degree > 29 and offset ~= 0 then
|
||||
offset = offset - (look_degree-30)
|
||||
|
||||
|
@ -362,14 +373,14 @@ minetest.register_globalstep(function()
|
|||
offset = offset - (look_degree-60)
|
||||
|
||||
elseif look_degree < -60 and offset == 0 then
|
||||
offset = offset - (look_degree+60)
|
||||
offset = offset - (look_degree+60)
|
||||
end
|
||||
|
||||
|
||||
-- Code by LoneWolfHT - Headanim mod MIT Licence --
|
||||
player:set_bone_position("Head", vector.new(0, 6.35, 0),vector.new(look_degree + offset, 0, 0))
|
||||
-- Code by LoneWolfHT - Headanim mod MIT Licence --
|
||||
end
|
||||
-- Code by LoneWolfHT - Headanim mod MIT Licence --
|
||||
end
|
||||
--minetest.chat_send_all(play_s.." km/h") -- for diagnosing chunk emerge issues when falling currently unsolved
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
end)
|
Loading…
Reference in New Issue