diff --git a/mods/PLAYER/mcl_player/init.lua b/mods/PLAYER/mcl_player/init.lua index 288b697e1..f3cc782d5 100644 --- a/mods/PLAYER/mcl_player/init.lua +++ b/mods/PLAYER/mcl_player/init.lua @@ -177,7 +177,7 @@ minetest.register_on_joinplayer(function(player) player_textures[name] = { "character.png", "blank.png", "blank.png" } --player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30) - player:set_fov(86.1) -- see >>> +-- player:set_fov(86.1) -- see >>> end) minetest.register_on_leaveplayer(function(player) diff --git a/mods/PLAYER/mcl_sprint/init.lua b/mods/PLAYER/mcl_sprint/init.lua index 7449ad18c..3d9ef984c 100644 --- a/mods/PLAYER/mcl_sprint/init.lua +++ b/mods/PLAYER/mcl_sprint/init.lua @@ -64,40 +64,24 @@ local function cancelClientSprinting(name) players[name].clientSprint = false end +mcl_fovapi.register_modifier({ + name = "sprint", + fov_factor = 1.1, + time = 0.15, + is_multiplier = true, +}) + local function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting) if not sprinting and not mcl_sprint.is_sprinting(playerName) then return end local player = minetest.get_player_by_name(playerName) - local controls = player:get_player_control() if players[playerName] then players[playerName].sprinting = sprinting - local fov_old = players[playerName].fov - local fov_new = fov_old - local fade_time = .15 - if sprinting == true - or controls.RMB - and string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") - and player:get_wielded_item():get_name() ~= "mcl_bows:bow" then - if sprinting == true then - fov_new = math.min(players[playerName].fov + 0.05, 1.2) - else - fov_new = .7 - players[playerName].fade_time = .3 - end - if sprinting == true then - playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED) - end - elseif sprinting == false - and player:get_wielded_item():get_name() ~= "mcl_bows:bow_0" - and player:get_wielded_item():get_name() ~= "mcl_bows:bow_1" - and player:get_wielded_item():get_name() ~= "mcl_bows:bow_2" then - fov_new = math.max(players[playerName].fov - 0.05, 1.0) - if sprinting == false then - playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint") - end - end - if fov_new ~= fov_old then - players[playerName].fov = fov_new - player:set_fov(fov_new, true, fade_time) + if sprinting then + playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED) + mcl_fovapi.apply_modifier(player, "sprint") + else + playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint") + mcl_fovapi.remove_modifier(player, "sprint") end return true end