0
0
Fork 0

Impliment crawling

This commit is contained in:
epCode 2021-02-13 16:09:00 -08:00
parent 903a29f949
commit ba86cf1d8b
2 changed files with 30 additions and 7 deletions

View File

@ -154,8 +154,12 @@ minetest.register_globalstep(function(dtime)
animation_speed_mod = animation_speed_mod / 2 animation_speed_mod = animation_speed_mod / 2
end end
-- ask if player is in a place which he should crawl
node_in_feet = minetest.registered_nodes[mcl_playerinfo[name].node_feet]
-- ask if player is swiming -- ask if player is swiming
local standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0
-- Apply animations based on what the player is doing -- Apply animations based on what the player is doing
if player:get_hp() == 0 then if player:get_hp() == 0 then
@ -169,6 +173,10 @@ minetest.register_globalstep(function(dtime)
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 standing_on_water then elseif not controls.sneak and standing_on_water then
player_set_animation(player, "swim_walk", animation_speed_mod) player_set_animation(player, "swim_walk", animation_speed_mod)
elseif node_in_feet.walkable and controls.LMB then
player_set_animation(player, "swim_walk_mine", animation_speed_mod)
elseif node_in_feet.walkable then
player_set_animation(player, "swim_walk", animation_speed_mod)
elseif controls.LMB and not controls.sneak and not standing_on_water then elseif controls.LMB and not controls.sneak and not standing_on_water 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 not standing_on_water then elseif controls.LMB and controls.sneak and not standing_on_water then
@ -178,6 +186,8 @@ minetest.register_globalstep(function(dtime)
else else
player_set_animation(player, "sneak_walk", animation_speed_mod) player_set_animation(player, "sneak_walk", animation_speed_mod)
end end
elseif controls.LMB and node_in_feet.walkable then
player_set_animation(player, "swim_mine")
elseif controls.LMB and not controls.sneak and standing_on_water then elseif controls.LMB and not controls.sneak and standing_on_water then
player_set_animation(player, "swim_mine") player_set_animation(player, "swim_mine")
elseif controls.LMB and not controls.sneak and not standing_on_water then elseif controls.LMB and not controls.sneak and not standing_on_water then

View File

@ -24,8 +24,11 @@ minetest.register_globalstep(function(dtime)
name = player:get_player_name() name = player:get_player_name()
-- controls head bone -- controls head bone
pitch = degrees(player:get_look_vertical()) * -1 local pitch = degrees(player:get_look_vertical()) * -1
local node_in_feet = minetest.registered_nodes[mcl_playerinfo[name].node_feet]
-- 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 then 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 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_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)) player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
@ -36,24 +39,34 @@ minetest.register_globalstep(function(dtime)
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) 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)) player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
end end
if controls.sneak and player:get_attach() == nil then if node_in_feet.walkable and player:get_attach() == nil then
if not controls.RMB and not controls.up and not controls.down and not controls.left and not controls.right and not controls.LMB then
mcl_player.player_set_animation(player, "swim_stand")
end
player:set_properties({collisionbox = {-0.35,1,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
player:set_bone_position("Body_Control", vector.new(0,12.5,0), vector.new(90,0,180))
elseif controls.sneak and player:get_attach() == nil then
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
-- controls head pitch when sneaking -- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
player:set_properties({eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }}) player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
elseif minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 and player:get_attach() == nil then elseif minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 and player:get_attach() == nil then
player:set_bone_position("Body_Control", vector.new(0,12.5,0), vector.new(90,0,180))
-- controls head pitch when swiming -- controls head pitch when swiming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
player:set_properties({eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) player:set_properties({collisionbox = {-0.35,1,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
else else
-- controls head pitch when not sneaking -- controls head pitch when not sneaking
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
player:set_properties({eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
end end
if mcl_playerplus_internal[name].jump_cooldown > 0 then if mcl_playerplus_internal[name].jump_cooldown > 0 then