diff --git a/mods/PLAYER/mcl_playerplus/init.lua b/mods/PLAYER/mcl_playerplus/init.lua index 710a6ad95..bf1401322 100644 --- a/mods/PLAYER/mcl_playerplus/init.lua +++ b/mods/PLAYER/mcl_playerplus/init.lua @@ -33,6 +33,53 @@ local dir_to_pitch = function(dir) return -math.atan2(-dir.y, xz) end +local player_vel_yaws = {} + +function limit_vel_yaw(player_vel_yaw, yaw) + if player_vel_yaw < 0 then + player_vel_yaw = player_vel_yaw + 360 + end + + if yaw < 0 then + yaw = yaw + 360 + end + + if math.abs(player_vel_yaw - yaw) > 40 then + local player_vel_yaw_nm, yaw_nm = player_vel_yaw, yaw + if player_vel_yaw > yaw then + player_vel_yaw_nm = player_vel_yaw - 360 + else + yaw_nm = yaw - 360 + end + if math.abs(player_vel_yaw_nm - yaw_nm) > 40 then + local diff = math.abs(player_vel_yaw - yaw) + if diff > 180 and diff < 185 or diff < 180 and diff > 175 then + player_vel_yaw = yaw + elseif diff < 180 then + if player_vel_yaw < yaw then + player_vel_yaw = yaw - 40 + else + player_vel_yaw = yaw + 40 + end + else + if player_vel_yaw < yaw then + player_vel_yaw = yaw + 40 + else + player_vel_yaw = yaw - 40 + end + end + end + end + + if player_vel_yaw < 0 then + player_vel_yaw = player_vel_yaw + 360 + elseif player_vel_yaw > 360 then + player_vel_yaw = player_vel_yaw - 360 + end + + return player_vel_yaw +end + local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos minetest.register_globalstep(function(dtime) @@ -45,19 +92,22 @@ minetest.register_globalstep(function(dtime) local controls = player:get_player_control() name = player:get_player_name() + local meta = player:get_meta() + local player_velocity = player:get_velocity() or player:get_player_velocity() + local wielded = player:get_wielded_item() + -- controls head bone - local pitch = degrees(player:get_look_vertical()) * -1 - local yaw = degrees(player:get_look_horizontal()) * -1 + local pitch = - degrees(player:get_look_vertical()) + local yaw = degrees(player:get_look_horizontal()) - local player_vel_yaw = 0 - - if degrees(dir_to_yaw(player_velocity)) == 0 then - yaw = 0 - else - player_vel_yaw = degrees(dir_to_yaw(player_velocity)) + local player_vel_yaw = degrees(dir_to_yaw(player_velocity)) + if player_vel_yaw == 0 then + player_vel_yaw = player_vel_yaws[name] or yaw end + player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw) + player_vel_yaws[name] = player_vel_yaw if string.find(player:get_wielded_item():get_name(), "mcl_bows:crossbow") and controls.RMB then playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:crossbow_walking", tonumber(minetest.settings:get("movement_speed_crouch")) / tonumber(minetest.settings:get("movement_speed_walk"))) @@ -65,19 +115,27 @@ minetest.register_globalstep(function(dtime) playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:crossbow_walking") end - -- controls right and left arms pitch when shooting a bow or punching - if string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and not controls.up and not controls.down and not controls.left and not controls.right and not minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 then + -- controls right and left arms pitch when shooting a bow + if string.find(wielded:get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35)) player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35)) + -- when holdong loading crossbow elseif string.find(player:get_wielded_item():get_name(), "mcl_bows:crossbow") and not controls.LMB and controls.RMB and not controls.up and not controls.down and not controls.left and not controls.right and not minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 then player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,30)) player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(40,0,-40)) + -- when holdong loaded crossbow elseif string.find(player:get_wielded_item():get_name(), "mcl_bows:loaded_crossbow") and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right and not minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 then player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-15,pitch * -1 * .35)) player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,55,pitch * .35)) + -- when punching elseif controls.LMB and player:get_attach() == nil then player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0)) player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) + -- when holding an item. + elseif wielded:get_name() ~= "" then + player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0)) + player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) + -- resets arms pitch else player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0)) @@ -92,44 +150,30 @@ minetest.register_globalstep(function(dtime) player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and is_sprinting(name) == true then -- set head pitch and yaw when swimming - player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0)) + player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0)) -- sets eye height, and nametag color accordingly player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) -- control body bone when swimming - player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,player_vel_yaw * -1 - yaw + 180,0)) - elseif minetest.get_item_group(mcl_playerinfo[name].node_feet, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true then - -- controls head pitch when swiming - player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0)) - player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,player_vel_yaw * -1 - yaw + 180,0)) + player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0)) + elseif player:get_attach() == nil then -- sets eye height, and nametag color accordingly player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) - if player_velocity.x > 0.35 or player_velocity.z > 0.35 or player_velocity.x < -0.35 or player_velocity.z < -0.35 then - if player_vel_yaw * -1 - yaw < 90 or player_vel_yaw * -1 - yaw > 270 then - -- controls head and Body_Control bones while moving backwards - player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1,0)) - player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw,0)) - else - -- controls head and Body_Control bones while moving forwards - player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1 + 180,0)) - player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw + 180,0)) - end - else - player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0)) - player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) - end + + player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0)) + player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0)) else local attached = player:get_attach(parent) local attached_yaw = degrees(attached:get_yaw()) player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) - player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,degrees(player:get_look_horizontal()) * -1 + attached_yaw,0)) + player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, attached_yaw) + attached_yaw, 0)) player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) end if mcl_playerplus_internal[name].jump_cooldown > 0 then mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime end - if player:get_player_control().jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then + if controls.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then pos = player:get_pos()