forked from VoxeLibre/VoxeLibre
Made soul speed and depth strider speed boosts additive instead of exclusive (#4422)
Reviewed-on: VoxeLibre/VoxeLibre#4422 Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land> Co-authored-by: WillConker <waj01@joanes.net> Co-committed-by: WillConker <waj01@joanes.net>
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@ -512,23 +512,27 @@ minetest.register_globalstep(function(dtime)
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local boots = player:get_inventory():get_stack("armor", 5)
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local boots = player:get_inventory():get_stack("armor", 5)
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local soul_speed = mcl_enchanting.get_enchantment(boots, "soul_speed")
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local soul_speed = mcl_enchanting.get_enchantment(boots, "soul_speed")
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if soul_speed > 0 then
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if soul_speed > 0 then
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", soul_speed * 0.105 + 1.3)
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:soul_speed", soul_speed * 0.105 + 1.3)
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else
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else
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if node_stand_below == "mcl_core:ice" or node_stand_below == "mcl_core:packed_ice" or node_stand_below == "mcl_core:slimeblock" or node_stand_below == "mcl_core:water_source" then
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if node_stand_below == "mcl_core:ice" or node_stand_below == "mcl_core:packed_ice" or node_stand_below == "mcl_core:slimeblock" or node_stand_below == "mcl_core:water_source" then
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:soul_speed", 0.1)
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else
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else
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:soul_speed", 0.4)
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end
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end
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end
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end
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elseif get_item_group(node_feet, "liquid") ~= 0 and mcl_enchanting.get_enchantment(player:get_inventory():get_stack("armor", 5), "depth_strider") then
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else
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playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:soul_speed")
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end
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if get_item_group(node_feet, "liquid") ~= 0 and mcl_enchanting.get_enchantment(player:get_inventory():get_stack("armor", 5), "depth_strider") then
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local boots = player:get_inventory():get_stack("armor", 5)
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local boots = player:get_inventory():get_stack("armor", 5)
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local depth_strider = mcl_enchanting.get_enchantment(boots, "depth_strider")
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local depth_strider = mcl_enchanting.get_enchantment(boots, "depth_strider")
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if depth_strider > 0 then
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if depth_strider > 0 then
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", (depth_strider / 3) + 0.75)
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:depth_strider", (depth_strider / 3) + 0.75)
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else
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playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:depth_strider")
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end
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end
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else
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else
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playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
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playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:depth_strider")
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end
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end
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-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
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-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
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@ -679,6 +683,8 @@ minetest.register_on_joinplayer(function(player)
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player:respawn()
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player:respawn()
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minetest.log("warning", name .. " joined the game with 0 hp and has been forced to respawn")
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minetest.log("warning", name .. " joined the game with 0 hp and has been forced to respawn")
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end
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end
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playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
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end)
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end)
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-- clear when player leaves
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-- clear when player leaves
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