Short check for stationary players
~ Players not moving now just have a short check performed ~ Cleanup to help with performance ~ Terminal Velocity set to 150kph, players now die on fallmaster
parent
98dbe16550
commit
df687d604e
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@ -91,9 +91,9 @@ Crouching under - Simply walk through a gap 1.5 nodes tall. Player/character mus
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---------------------------
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From MT Main Menu go to "Settings" then "All Settings" then "Mods" then "3d_armor_flyswim"
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**capes_add_to_3darmor** - Default is enabled - Makes capes an armor item avaliable via 3d_armor (1 test cape included)
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**capes_add_to_3darmor** - Default is disabled- Makes capes an armor item avaliable via 3d_armor (1 test cape included)
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**example_cape** - Default is enabled - The example cape "Someones Cape" is avaliable which grants fly_privs when worn and a 100% speed increase
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**example_cape** - Default is disabled- The example cape "Someones Cape" is avaliable which grants fly_privs when worn and a 100% speed increase
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**fly_anim** - Default is enabled - Will show the flying animation
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@ -41,7 +41,7 @@ function armor_fly_swim.get_player_model()
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"3d_armor_trans.png"}
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end
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-- skins_db with 3d_armor or without
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-- skins_db with 3d_armor or without (clothes_2 uses)
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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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@ -72,71 +72,81 @@ function armor_fly_swim.get_wasd_state(controls)
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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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-- Node above solid
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function node_fsable(pos,num,type)
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function armor_fly_swim.node_above_solid(pos)
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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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local node_check = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
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local rtn = false
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if minetest.registered_nodes[node_check.name] then
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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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local nc_draw = minetest.registered_nodes[node_check.name].drawtype
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if nc_draw ~= "liquid" and
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nc_draw ~= "flowingliquid" and
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nc_draw ~= "airlike" then
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rtn = true
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end
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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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if n_draw == v then
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return true
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end
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end
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return false
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return rtn
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end
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-----------------------------------------------
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-- Check X number nodes down fly/Swimmable
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-- Get X number nodes down drawtype and return
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-- Thanks Gundul
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function armor_fly_swim.get_node_down_drawtype(pos,num)
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function node_down_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 i = 0
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local nodes = {}
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local result ={}
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local compare = draw_ta
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while (i < num ) do
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table.insert(nodes, minetest.get_node({x=pos.x,y=pos.y-i,z=pos.z}))
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i=i+1
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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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local n_draw
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for k,v in pairs(nodes) do
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for k,node 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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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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table.insert(result, n_draw)
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end
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return result
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end
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-----------------------------------------------
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-- Check X number nodes down fly/swimmable
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function armor_fly_swim.node_down_check(nodes,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 result = {}
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local i = 1
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if type == "s" then
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compare = draw_tl
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end
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while (i <= num) do
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local n_draw = nodes[i]
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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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i = i+1
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end
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if #result == num then
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@ -146,6 +156,7 @@ local compare = draw_ta
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end
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end
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------------------------------------------
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-- Workaround for slab edge crouch
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491
init.lua
491
init.lua
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@ -26,7 +26,7 @@ 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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local fall_tv = tonumber(minetest.settings:get("fall_tv" ,true)) or 150
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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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@ -108,258 +108,335 @@ end)
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------------------------------------------------
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minetest.register_globalstep(function()
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for _, player in pairs(minetest.get_connected_players()) do
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local controls = player:get_player_control()
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local controls_wasd = armor_fly_swim.get_wasd_state(controls)
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local attached_to = player:get_attach()
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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 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_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 start = minetest.get_us_time()
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local pmeta = player:get_meta()
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local pos = player:get_pos()
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local stg_old_pos = pmeta:get_string("flyswim_old_pos")
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local old_anim = pmeta:get_string("flyswim_old_anim")
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local stg_pos = minetest.pos_to_string(pos, 5)
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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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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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-- 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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player:set_physics_override({speed = pmeta:get_float("flyswim_org_phy_or")})
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pmeta:set_int("flyswim_std_under_slab", 0)
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end
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local controls = player:get_player_control()
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local controls_wasd = armor_fly_swim.get_wasd_state(controls)
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local cur_anim = player:get_animation()
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local is_node_a_solid = armor_fly_swim.node_above_solid(pos)
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local tdebug = false
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local animation = ""
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local play_s = 0
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local vel = player:get_velocity()
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-- basically 3D Pythagorean Theorem km/h
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local play_s = (math.sqrt(math.pow(math.abs(vel.x),2) +
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math.pow(math.abs(vel.y),2) +
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math.pow(math.abs(vel.z),2) ))*3.6
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play_s = (math.sqrt(math.pow(math.abs(vel.x),2) +
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math.pow(math.abs(vel.y),2) +
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math.pow(math.abs(vel.z),2) ))*3.6
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-- Sets terminal velocity to about 100Km/hr beyond
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-- this speed chunk load issues become more noticable
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-- Sets terminal velocity to about 150Km/hr beyond
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-- this speed chunk load issues become more noticable
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--(-1*(vel.y+1)) - catch those holding shift and over
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-- acceleratering when falling so dynamic end point
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-- so player dosent bounce back up
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if vel.y < fall_tv and controls.sneak ~= true then
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local tv_offset_y = -1*((-1*(vel.y+1)) + vel.y)
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player:add_player_velocity({x=0, y=tv_offset_y, z=0})
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player:add_velocity({x=0, y=tv_offset_y, z=0})
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end
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-- Check for Swinging/attacking and set string
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if controls.LMB or controls.RMB then
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attack = "_atk"
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end
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-- get ladder pos node
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local t_node = minetest.registered_nodes[minetest.get_node(ladder.n.pos).name]
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if t_node and t_node.climbable then
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ladder.n.is = true
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end
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----------------------------------
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-- Light Check Inactive Player
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---------------------------------------------------------
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-- Start of Animation Cases --
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---------------------------------------------------------
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-------------------------------------
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-- Crouch Slab/Node Exception Case
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-- If player still udner slab/swimming in tunnel
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-- and they let go of shift this stops them
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-- standing up
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local node_check = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
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local nc_draw = "normal"
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local nc_slab = 0
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local nc_node = 0
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if minetest.registered_nodes[node_check.name] then
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nc_slab = minetest.get_item_group(node_check.name, "slab")
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nc_draw = minetest.registered_nodes[node_check.name].drawtype
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if nc_draw ~= "liquid" and
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nc_draw ~= "flowingliquid" and
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nc_draw ~= "airlike" then
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nc_node = 1
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end
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end
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if crouch_sneak and
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nc_slab == 1 and
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not attached_to and
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-- and no controls being pressed,
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-- serialized string compare on old and new pos
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-- reset no player properties
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-- Note: player_api code runs first so animation
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-- range from this mod has always been cleared
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if not controls_wasd and
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not controls.jump and
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not controls.sneak and
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not node_fsable(pos,2,"a") then
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not controls.LMB and
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not controls.RMB and
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stg_old_pos == stg_pos then
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local animiation = "duck_std"
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if cur_anim then
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-- when player moving
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if controls_wasd then
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local play_or_2 =player:get_physics_override()
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pmeta:set_int("flyswim_std_under_slab", 1)
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pmeta:set_float("flyswim_org_phy_or", play_or_2.speed)
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player:set_physics_override({speed = play_or_2.speed*0.2})
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-- Swim Through, Just Keep Swimming
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if is_node_a_solid and
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(old_anim == "swim" or
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old_anim == "swim_atk") then
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animation = "duck"
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animation = "swim"
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player_api.set_animation(player, animation, ani_spd)
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offset = 90
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if tdebug then minetest.debug("light swim") end
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-- Crouch, Just Keep Crouching
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elseif old_anim == "duck_std" or
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old_anim == "duck" then
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animation = "duck_std"
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player_api.set_animation(player, animation, ani_spd/2)
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if tdebug then minetest.debug("light crouch") end
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-- Fall, Just Keep Falling
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elseif old_anim == "fall_atk" or
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old_anim == "fall" then
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animation = "fall"
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player_api.set_animation(player, animation, ani_spd)
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offset = 90
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if tdebug then minetest.debug("light fall") end
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end
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end
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----------------------------------
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-- Full Check Active Player
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else
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local attached_to = player:get_attach()
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local privs = minetest.get_player_privs(player:get_player_name())
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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_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 nodes_down = armor_fly_swim.get_node_down_drawtype(pos,5)
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local check_fsable = armor_fly_swim.node_down_check
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local attack = ""
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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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-- 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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player:set_physics_override({speed = pmeta:get_float("flyswim_org_phy_or")})
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pmeta:set_int("flyswim_std_under_slab", 0)
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end
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-- Check for Swinging/attacking and set string
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if controls.LMB or controls.RMB then
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attack = "_atk"
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end
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-- get ladder pos node
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local t_node = minetest.registered_nodes[minetest.get_node(ladder.n.pos).name]
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if t_node and t_node.climbable then
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ladder.n.is = true
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end
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if crouch_anim == true then
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player_api.set_animation(player, animation ,ani_spd/2)
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end
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---------------------------------------------------------
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-- Start of Animation Cases --
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---------------------------------------------------------
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-------------------------------------
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-- Crouch Slab/Node Exception Case
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player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
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player:set_properties({eye_height = 1.27})
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if tdebug then minetest.debug("crouch catch") end
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-- If player still under slab/swimming in tunnel
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-- and they let go of shift this stops them
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-- standing up
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-- uses is_node_a_solid
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local node_check = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
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local nc_draw = "normal"
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local nc_slab = 0
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elseif swim_sneak and
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nc_node == 1 and
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node_down_fsable(pos,1,"s") and
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not attached_to and
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not controls.sneak then
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if minetest.registered_nodes[node_check.name] then
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nc_slab = minetest.get_item_group(node_check.name, "slab")
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end
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player_api.set_animation(player, "swim",ani_spd)
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player:set_properties({collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}})
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player:set_properties({eye_height = 0.7})
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offset = 90
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if tdebug then minetest.debug("swim through catch") end
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if crouch_sneak and
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nc_slab >= 1 and
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not attached_to and
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not controls.sneak and
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not check_fsable(nodes_down,2,"a") then
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-----------------------------
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-- Climb
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elseif climb_anim and
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ladder.n.is and
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(controls.jump or controls.sneak) then
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animation = "duck_std"
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-- Moved inside climb to save unessecary node checking
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for k,def in pairs(ladder) do
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if k ~= "n" then
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local node = minetest.registered_nodes[minetest.get_node(def.pos).name]
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if node and node.climbable then
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def.is = true
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-- when player moving
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if controls_wasd then
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local play_or_2 =player:get_physics_override()
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pmeta:set_int("flyswim_std_under_slab", 1)
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pmeta:set_float("flyswim_org_phy_or", play_or_2.speed)
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player:set_physics_override({speed = play_or_2.speed*0.2})
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animation = "duck"
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end
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if crouch_anim == true then
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player_api.set_animation(player, animation ,ani_spd/2)
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end
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player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
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player:set_properties({eye_height = 1.27})
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if tdebug then minetest.debug("crouch catch") end
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elseif swim_sneak and
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is_node_a_solid and
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check_fsable(nodes_down,1,"s") and
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not attached_to and
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not controls.sneak then
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animation = "swim"
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player_api.set_animation(player, animation, ani_spd)
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player:set_properties({collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}})
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player:set_properties({eye_height = 0.7})
|
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offset = 90
|
||||
if tdebug then minetest.debug("swim through catch") end
|
||||
|
||||
-----------------------------
|
||||
-- Swim
|
||||
|
||||
elseif swim_anim == true and
|
||||
controls_wasd and
|
||||
check_fsable(nodes_down,2,"s") and
|
||||
not attached_to then
|
||||
|
||||
animation = "swim"
|
||||
|
||||
player_api.set_animation(player,animation..attack ,ani_spd)
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("swim") end
|
||||
|
||||
elseif swim_sneak == true and
|
||||
swim_anim == true and
|
||||
controls.sneak and
|
||||
check_fsable(nodes_down,1,"s") and
|
||||
not attached_to then
|
||||
|
||||
animation = "swim"
|
||||
|
||||
player_api.set_animation(player, animation, 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
|
||||
if tdebug then minetest.debug("swim through") end
|
||||
|
||||
-----------------------------
|
||||
-- Climb
|
||||
-- Must be above sneak, saves a check
|
||||
elseif climb_anim and
|
||||
not attached_to 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
|
||||
end
|
||||
|
||||
if (controls.sneak and ladder.n_b.is) or
|
||||
(controls.jump and ladder.n_a.is) then
|
||||
if (controls.sneak and ladder.n_b.is) or
|
||||
(controls.jump and ladder.n_a.is) then
|
||||
|
||||
player_api.set_animation(player, "climb",ani_spd)
|
||||
if tdebug then minetest.debug("climb") end
|
||||
end
|
||||
animation = "climb"
|
||||
|
||||
-----------------------------
|
||||
-- Swim
|
||||
player_api.set_animation(player, animation, ani_spd)
|
||||
if tdebug then minetest.debug("climb") end
|
||||
end
|
||||
|
||||
elseif swim_anim == true and
|
||||
controls_wasd and
|
||||
node_down_fsable(pos,2,"s") and
|
||||
not attached_to then
|
||||
-----------------------------
|
||||
-- Sneak
|
||||
|
||||
player_api.set_animation(player,"swim"..attack ,ani_spd)
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("swim") end
|
||||
-- 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 swim_sneak == true and
|
||||
swim_anim == true and
|
||||
controls.sneak and
|
||||
node_down_fsable(pos,1,"s") and
|
||||
not attached_to then
|
||||
elseif crouch_anim and
|
||||
controls.sneak and
|
||||
controls.up and
|
||||
not check_fsable(nodes_down,2,"a") and
|
||||
not attached_to and
|
||||
play_s <= 1 and is_slab == 1 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
|
||||
if tdebug then minetest.debug("swim through") end
|
||||
-----------------------------
|
||||
-- Sneak
|
||||
animation = "duck"
|
||||
|
||||
-- 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
|
||||
if crouch_anim == true then
|
||||
player_api.set_animation(player, animation, ani_spd/2)
|
||||
player:set_properties({eye_height = 1.27})
|
||||
end
|
||||
|
||||
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_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
|
||||
|
||||
if crouch_anim == true then
|
||||
player_api.set_animation(player, "duck",ani_spd/2)
|
||||
elseif crouch_anim and
|
||||
controls.sneak and
|
||||
not check_fsable(nodes_down,2,"a") and
|
||||
not attached_to then
|
||||
|
||||
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})
|
||||
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
|
||||
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
|
||||
|
||||
elseif crouch_anim and
|
||||
controls.sneak and
|
||||
not node_fsable(pos,2,"a") and
|
||||
not attached_to then
|
||||
-----------------------------
|
||||
-- Flying
|
||||
|
||||
local animation = "duck_std"
|
||||
if controls_wasd then animation = "duck" end
|
||||
elseif fly_anim == true and
|
||||
privs.fly == true and
|
||||
check_fsable(nodes_down,3,"a") and
|
||||
not attached_to then
|
||||
|
||||
player_api.set_animation(player, animation, ani_spd/2)
|
||||
player:set_properties({eye_height = 1.27})
|
||||
-- Vel.y value is a compromise for code simplicity,
|
||||
-- Flyers wont get fall animation until faster than -18m/s
|
||||
|
||||
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 controls_wasd then
|
||||
|
||||
-----------------------------
|
||||
-- Flying
|
||||
|
||||
elseif fly_anim == true and
|
||||
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
|
||||
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
|
||||
player_api.set_animation(player, "fall"..attack, ani_spd)
|
||||
animation = "fly"
|
||||
player_api.set_animation(player, animation..attack, ani_spd)
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("fly_fall") end
|
||||
end
|
||||
if tdebug then minetest.debug("fly") end
|
||||
|
||||
-----------------------------
|
||||
-- Falling
|
||||
elseif fall_anim == true and
|
||||
vel.y < -18.0 then
|
||||
|
||||
elseif fall_anim == true and
|
||||
node_down_fsable(pos,5,"a") and
|
||||
vel.y < -0.5 and
|
||||
not attached_to then
|
||||
animation = "fall"
|
||||
player_api.set_animation(player, animation..attack, ani_spd)
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("fly_fall") end
|
||||
end
|
||||
|
||||
-----------------------------
|
||||
-- Falling
|
||||
|
||||
elseif fall_anim == true and
|
||||
check_fsable(nodes_down,5,"a") and
|
||||
vel.y < -0.5 and
|
||||
not attached_to then
|
||||
|
||||
animation = "fall"
|
||||
player_api.set_animation(player, animation..attack, ani_spd)
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("fall") end
|
||||
end
|
||||
|
||||
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 --
|
||||
---------------------------------------------------------
|
||||
-- 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.
|
||||
---------------------------------------------------------
|
||||
-- Post MT 5.3 Head Animation --
|
||||
---------------------------------------------------------
|
||||
-- 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
|
||||
|
@ -380,7 +457,15 @@ minetest.register_globalstep(function()
|
|||
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
|
||||
--minetest.chat_send_all(play_s.." km/h") -- for diagnosing chunk emerge issues when falling currently unsolved
|
||||
|
||||
|
||||
-----------------------------
|
||||
-- Update player meta
|
||||
pmeta:set_string("flyswim_old_anim", animation)
|
||||
pmeta:set_string("flyswim_old_pos",minetest.pos_to_string(pos, 5))
|
||||
|
||||
--minetest.debug(play_s.." km/h")
|
||||
--minetest.debug(dump(minetest.get_us_time()-start))
|
||||
|
||||
end
|
||||
end)
|
|
@ -1,8 +1,8 @@
|
|||
# Make capes part of 3d Armor when enabled
|
||||
capes_add_to_3darmor (Add Capes to 3d Armor) bool true
|
||||
capes_add_to_3darmor (Add Capes to 3d Armor) bool false
|
||||
|
||||
# Disable the Example Cape "Someones Cape"
|
||||
example_cape (The Example Cape "Someones Cape" which grants fly_privs when worn and a 100% speed increase) bool true
|
||||
# Enable/Disable the Example Cape "Someones Cape"
|
||||
example_cape (The Example Cape "Someones Cape" which grants fly_privs when worn and a 100% speed increase) bool false
|
||||
|
||||
# Enable Fly Animation
|
||||
fly_anim (Enable fly animation) bool true
|
||||
|
@ -11,7 +11,7 @@ fly_anim (Enable fly animation) bool true
|
|||
fall_anim (Enable fall animation) bool true
|
||||
|
||||
# Terminal Velocity Speed kp/h
|
||||
fall_tv (Set terminal velocity speed - recommend not exceeding 100 kp/h) int 100
|
||||
fall_tv (Set terminal velocity speed - recommend not exceeding 150 kp/h) int 150
|
||||
|
||||
# Enable Swim Animation
|
||||
swim_anim (Enable swim animation) bool true
|
||||
|
|
Loading…
Reference in New Issue