diff --git a/mods/PLAYER/mcl_playerplus/init.lua b/mods/PLAYER/mcl_playerplus/init.lua index 767b275e..52c87a51 100644 --- a/mods/PLAYER/mcl_playerplus/init.lua +++ b/mods/PLAYER/mcl_playerplus/init.lua @@ -86,17 +86,23 @@ minetest.register_globalstep(function(dtime) time = time + dtime - -- Update jump status immediately since we need this info in real time. - -- WARNING: This section is HACKY as hell since it is all just based on heuristics. for _,player in pairs(get_connected_players()) do + + --[[ + _ _ _ + __ _ _ __ (_)_ __ ___ __ _| |_(_) ___ _ __ ___ + / _` | '_ \| | '_ ` _ \ / _` | __| |/ _ \| '_ \/ __| + | (_| | | | | | | | | | | (_| | |_| | (_) | | | \__ \ + \__,_|_| |_|_|_| |_| |_|\__,_|\__|_|\___/|_| |_|___/ + + ]]-- + local controls = player:get_player_control() - name = player:get_player_name() - + local name = player:get_player_name() local meta = player:get_meta() - - local player_velocity = player:get_velocity() or player:get_player_velocity() - + local parent = player:get_attach() local wielded = player:get_wielded_item() + local player_velocity = player:get_velocity() or player:get_player_velocity() -- controls head bone local pitch = - degrees(player:get_look_vertical()) @@ -114,7 +120,7 @@ minetest.register_globalstep(function(dtime) 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 punching - elseif controls.LMB and player:get_attach() == nil then + elseif controls.LMB and not parent 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. @@ -127,38 +133,40 @@ minetest.register_globalstep(function(dtime) player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0)) end - if controls.sneak and player:get_attach() == nil then + if parent then + local parent_yaw = degrees(parent: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, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0)) + player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) + elseif controls.sneak then -- controls head pitch when sneaking player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0)) -- sets eye height, and nametag color accordingly player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }}) -- sneaking body conrols 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 + elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 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)),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 + yaw + 180,0)) - - elseif player:get_attach() == nil then + else -- 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 }}) 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, -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 + -- Update jump status immediately since we need this info in real time. + -- WARNING: This section is HACKY as hell since it is all just based on heuristics. + if mcl_playerplus_internal[name].jump_cooldown > 0 then mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime end + if controls.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then pos = player:get_pos()