This commit is contained in:
AFCMS 2021-03-14 17:28:17 +01:00
commit 53510ea32a
5 changed files with 23 additions and 12 deletions

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@ -451,6 +451,6 @@ mobs:spawn_specific("mobs_mc:donkey", mobs_mc.spawn.grassland_savanna, {"air"},
-- spawn eggs -- spawn eggs
mobs:register_egg("mobs_mc:horse", S("Horse"), "mobs_mc_spawn_icon_horse.png", 0) mobs:register_egg("mobs_mc:horse", S("Horse"), "mobs_mc_spawn_icon_horse.png", 0)
mobs:register_egg("mobs_mc:skeleton_horse", S("Skeleton Horse"), "mobs_mc_spawn_icon_horse_skeleton.png", 0) mobs:register_egg("mobs_mc:skeleton_horse", S("Skeleton Horse"), "mobs_mc_spawn_icon_horse_skeleton.png", 0)
mobs:register_egg("mobs_mc:zombie_horse", S("Zombie Horse"), "mobs_mc_spawn_icon_horse_zombie.png", 0) --mobs:register_egg("mobs_mc:zombie_horse", S("Zombie Horse"), "mobs_mc_spawn_icon_horse_zombie.png", 0)
mobs:register_egg("mobs_mc:donkey", S("Donkey"), "mobs_mc_spawn_icon_donkey.png", 0) mobs:register_egg("mobs_mc:donkey", S("Donkey"), "mobs_mc_spawn_icon_donkey.png", 0)
mobs:register_egg("mobs_mc:mule", S("Mule"), "mobs_mc_spawn_icon_mule.png", 0) mobs:register_egg("mobs_mc:mule", S("Mule"), "mobs_mc_spawn_icon_mule.png", 0)

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@ -37,6 +37,7 @@ S("Arrows might get stuck on solid blocks and can be retrieved again. They are a
local ARROW_ENTITY={ local ARROW_ENTITY={
physical = true, physical = true,
pointable = false,
visual = "mesh", visual = "mesh",
mesh = "mcl_bows_arrow.obj", mesh = "mcl_bows_arrow.obj",
visual_size = {x=-1, y=1}, visual_size = {x=-1, y=1},

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@ -148,7 +148,7 @@ function mcl_buckets.register_liquid(def)
end, end,
_on_dispense = function(stack, pos, droppos, dropnode, dropdir) _on_dispense = function(stack, pos, droppos, dropnode, dropdir)
local iname = stack:get_name() local iname = stack:get_name()
local buildable = minetest.registered_nodes[dropnode.name].buildable_to local buildable = minetest.registered_nodes[dropnode.name].buildable_to or dropnode.name == "mcl_portals:portal"
if def.extra_check and def.extra_check(droppos, nil) == false then if def.extra_check and def.extra_check(droppos, nil) == false then
-- Fail placement of liquid -- Fail placement of liquid
@ -277,4 +277,4 @@ minetest.register_craftitem("mcl_buckets:bucket_empty", {
end, end,
}) })
dofile(modpath.."/register.lua") dofile(modpath.."/register.lua")

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@ -6,6 +6,16 @@ mcl_player = {}
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0 -- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0 local animation_blend = 0
local function get_mouse_button(player)
local controls = player:get_player_control()
local get_wielded_item_name = player:get_wielded_item():get_name()
if controls.RMB and not string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") or controls.LMB then
return true
else
return false
end
end
mcl_player.registered_player_models = { } mcl_player.registered_player_models = { }
-- Local for speed. -- Local for speed.
@ -174,30 +184,30 @@ minetest.register_globalstep(function(dtime)
player_anim[name] = nil player_anim[name] = nil
player_sneak[name] = controls.sneak player_sneak[name] = controls.sneak
end end
if controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then if get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
player_set_animation(player, "swim_walk_mine", animation_speed_mod) player_set_animation(player, "swim_walk_mine", animation_speed_mod)
elseif not controls.sneak and head_in_water and is_sprinting == true then elseif not controls.sneak and head_in_water and is_sprinting == true then
player_set_animation(player, "swim_walk", animation_speed_mod) player_set_animation(player, "swim_walk", animation_speed_mod)
elseif is_sprinting == true and controls.LMB and not controls.sneak and not head_in_water then elseif is_sprinting == true and get_mouse_button(player) == true and not controls.sneak and not head_in_water then
player_set_animation(player, "run_walk_mine", animation_speed_mod) player_set_animation(player, "run_walk_mine", animation_speed_mod)
elseif controls.LMB and not controls.sneak then elseif get_mouse_button(player) == true and not controls.sneak then
player_set_animation(player, "walk_mine", animation_speed_mod) player_set_animation(player, "walk_mine", animation_speed_mod)
elseif controls.LMB and controls.sneak and is_sprinting ~= true then elseif get_mouse_button(player) == true and controls.sneak and is_sprinting ~= true then
player_set_animation(player, "sneak_walk_mine", animation_speed_mod) player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
elseif is_sprinting == true and not controls.sneak and not head_in_water then elseif is_sprinting == true and not controls.sneak and not head_in_water then
player_set_animation(player, "run_walk", animation_speed_mod) player_set_animation(player, "run_walk", animation_speed_mod)
elseif controls.sneak and not controls.LMB then elseif controls.sneak and not get_mouse_button(player) == true then
player_set_animation(player, "sneak_walk", animation_speed_mod) player_set_animation(player, "sneak_walk", animation_speed_mod)
else else
player_set_animation(player, "walk", animation_speed_mod) player_set_animation(player, "walk", animation_speed_mod)
end end
elseif controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then elseif get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
player_set_animation(player, "swim_mine") player_set_animation(player, "swim_mine")
elseif not controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then elseif not get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
player_set_animation(player, "swim_stand") player_set_animation(player, "swim_stand")
elseif controls.LMB and not controls.sneak then elseif get_mouse_button(player) == true and not controls.sneak then
player_set_animation(player, "mine") player_set_animation(player, "mine")
elseif controls.LMB and controls.sneak then elseif get_mouse_button(player) == true and controls.sneak then
player_set_animation(player, "sneak_mine") player_set_animation(player, "sneak_mine")
elseif not controls.sneak and head_in_water and is_sprinting == true then elseif not controls.sneak and head_in_water and is_sprinting == true then
player_set_animation(player, "swim_stand", animation_speed_mod) player_set_animation(player, "swim_stand", animation_speed_mod)