forked from MineClone5/MineClone5
Try to merge Mineclonia/Send FOV packets only when necessary
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@ -67,36 +67,32 @@ end
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local function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
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local function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
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local player = minetest.get_player_by_name(playerName)
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local player = minetest.get_player_by_name(playerName)
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local controls = player:get_player_control()
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local controls = player:get_player_control()
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if players[playerName] then
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if not players[playerName] then
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players[playerName].sprinting = sprinting
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return false
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if sprinting == true
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or controls.RMB
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and string.find(player:get_wielded_item():get_name(), "mcl_bows:bow")
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow" then
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if sprinting == true then
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players[playerName].fov = math.min(players[playerName].fov + 0.05, 1.2)
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players[playerName].fade_time = .15
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else
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players[playerName].fov = .7
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players[playerName].fade_time = .3
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end
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player:set_fov(players[playerName].fov, true, players[playerName].fade_time)
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if sprinting == true then
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playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
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end
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elseif sprinting == false
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_0"
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_1"
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_2" then
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players[playerName].fov = math.max(players[playerName].fov - 0.05, 1.0)
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player:set_fov(players[playerName].fov, true, 0.15)
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if sprinting == false then
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playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
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end
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end
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return true
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end
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end
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return false
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local player_data = players[playerName]
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local fov, fov_new, fade_time = player_data.fov
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local wielded_item_name = player:get_wielded_item():get_name()
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player_data.sprinting = sprinting
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if sprinting == true or controls.RMB and string.find(wielded_item_name, "mcl_bows:bow") and wielded_item_name ~= "mcl_bows:bow" then
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if sprinting == true then
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fov_new, fade_time = math.min(fov + 0.05, 1.2), .15
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playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
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else
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fov_new, fade_time = .7, .3
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end
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elseif sprinting == false and wielded_item_name ~= "mcl_bows:bow_0" and wielded_item_name ~= "mcl_bows:bow_1" and wielded_item_name ~= "mcl_bows:bow_2" then
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fov_new = math.max(fov - 0.05, 1.0)
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fade_time = 0.15
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if sprinting == false then
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playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
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end
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end
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if fov_new and fov_new ~= fov then
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player:set_fov(fov_new, true, fade_time)
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player_data.fov = fov_new
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end
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return true
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end
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end
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-- Given the param2 and paramtype2 of a node, returns the tile that is facing upwards
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-- Given the param2 and paramtype2 of a node, returns the tile that is facing upwards
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