forked from VoxeLibre/VoxeLibre
Add elytra (sprint in air to use)
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794fa15405
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@ -368,6 +368,7 @@ mcl_player.player_register_model("mcl_armor_character.b3d", {
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run_walk_mine = {x=461, y=480},
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run_walk_mine = {x=461, y=480},
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sit_mount = {x=484, y=484},
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sit_mount = {x=484, y=484},
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die = {x=498, y=498},
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die = {x=498, y=498},
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fly = {x=502, y=581},
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},
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},
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})
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})
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@ -396,6 +397,8 @@ mcl_player.player_register_model("mcl_armor_character_female.b3d", {
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run_walk = {x=440, y=459},
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run_walk = {x=440, y=459},
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run_walk_mine = {x=461, y=480},
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run_walk_mine = {x=461, y=480},
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sit_mount = {x=484, y=484},
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sit_mount = {x=484, y=484},
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die = {x=498, y=498},
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fly = {x=502, y=581},
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},
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},
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})
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})
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@ -8,6 +8,20 @@ dofile(minetest.get_modpath(minetest.get_current_modname()).."/alias.lua")
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local longdesc = S("This is a piece of equippable armor which reduces the amount of damage you receive.")
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local longdesc = S("This is a piece of equippable armor which reduces the amount of damage you receive.")
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local usage = S("To equip it, put it on the corresponding armor slot in your inventory menu.")
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local usage = S("To equip it, put it on the corresponding armor slot in your inventory menu.")
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minetest.register_tool("mcl_armor:elytra", {
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description = S("Elytra"),
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_doc_items_longdesc = longdesc,
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_doc_items_usagehelp = usage,
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inventory_image = "mcl_armor_inv_elytra.png",
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groups = {armor_torso=1, mcl_armor_points=0, mcl_armor_uses=10, enchantability=0},
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sounds = {
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_mcl_armor_equip = "mcl_armor_equip_leather",
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_mcl_armor_unequip = "mcl_armor_unequip_leather",
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},
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on_place = armor.on_armor_use,
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on_secondary_use = armor.on_armor_use,
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})
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minetest.register_tool("mcl_armor:helmet_leather", {
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minetest.register_tool("mcl_armor:helmet_leather", {
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description = S("Leather Cap"),
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description = S("Leather Cap"),
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_doc_items_longdesc = longdesc,
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_doc_items_longdesc = longdesc,
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@ -389,4 +403,3 @@ for k, v in pairs(craft_ingreds) do
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})
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})
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end
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end
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end
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end
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After Width: | Height: | Size: 746 B |
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After Width: | Height: | Size: 355 B |
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@ -1,5 +1,8 @@
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local S = minetest.get_translator("mcl_playerplus")
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local S = minetest.get_translator("mcl_playerplus")
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local elytra = {}
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local node_stand_return = ":air"
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local get_connected_players = minetest.get_connected_players
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local get_connected_players = minetest.get_connected_players
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local dir_to_yaw = minetest.dir_to_yaw
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local dir_to_yaw = minetest.dir_to_yaw
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local get_item_group = minetest.get_item_group
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local get_item_group = minetest.get_item_group
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@ -190,6 +193,37 @@ minetest.register_globalstep(function(dtime)
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player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw)
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player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw)
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player_vel_yaws[name] = player_vel_yaw
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player_vel_yaws[name] = player_vel_yaw
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if minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.5, z=player:get_pos().z}) then
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node_stand_return = minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.5, z=player:get_pos().z}).name
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else
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minetest.log("action", "somehow player got of loaded areas")
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end
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if player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and player_velocity.y < -6 and elytra[player] ~= true and is_sprinting(name) then
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elytra[player] = true
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elseif elytra[player] == true and node_stand_return ~= "air" or elytra[player] == true and player:get_inventory():get_stack("armor", 3):get_name() ~= "mcl_armor:elytra" or player:get_attach() ~= nil then
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elytra[player] = false
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end
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if elytra[player] == true then
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mcl_player.player_set_animation(player, "fly")
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playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1)
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if player_velocity.y < -1.5 then
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player:add_velocity({x=0, y=0.17, z=0})
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end
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if math.abs(player_velocity.x) + math.abs(player_velocity.z) < 20 then
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local dir = minetest.yaw_to_dir(player:get_look_horizontal())
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player:add_velocity({x=dir.x, y=0, z=dir.z})
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end
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if controls.sneak then
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if player_velocity.y > -5 then
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player:add_velocity({x=0, y=-2, z=0})
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end
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end
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else
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playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
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end
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-- controls right and left arms pitch when shooting a bow
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-- controls right and left arms pitch when shooting a bow
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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
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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
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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@ -208,7 +242,14 @@ minetest.register_globalstep(function(dtime)
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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end
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end
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if parent then
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if elytra[player] == true then
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-- set head pitch and yaw when swimming
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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))
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-- sets eye height, and nametag color accordingly
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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 }})
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-- control body bone when swimming
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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))
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elseif parent then
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local parent_yaw = degrees(parent:get_yaw())
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local parent_yaw = degrees(parent:get_yaw())
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
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