Merge branch 'master' of https://git.minetest.land/MineClone2/MineClone2
This commit is contained in:
commit
81167b4431
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@ -751,10 +751,10 @@ local check_for_death = function(self, cause, cmi_cause)
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-- play damage sound if health was reduced and make mob flash red.
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-- play damage sound if health was reduced and make mob flash red.
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if damaged then
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if damaged then
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add_texture_mod(self, "^[colorize:#FF000040")
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add_texture_mod(self, "^[colorize:red:130")
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minetest.after(.2, function(self)
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minetest.after(.2, function(self)
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if self and self.object then
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if self and self.object then
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remove_texture_mod(self, "^[colorize:#FF000040")
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remove_texture_mod(self, "^[colorize:red:130")
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end
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end
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end, self)
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end, self)
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mob_sound(self, "damage")
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mob_sound(self, "damage")
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@ -60,10 +60,9 @@ function mcl_flowers.register_simple_flower(name, def)
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if not def.drop then def.drop = newname end
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if not def.drop then def.drop = newname end
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mcl_flowers.registered_simple_flowers[newname] = {
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mcl_flowers.registered_simple_flowers[newname] = {
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name=name,
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name=name,
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desc=def.desc,
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desc=desc,
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pot_desc=def.pot_desc,
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image=image,
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image=def.image,
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simple_selection_box=simple_selection_box,
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selection_box=def.selection_box,
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}
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}
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minetest.register_node(newname, {
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minetest.register_node(newname, {
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description = def.desc,
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description = def.desc,
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@ -590,23 +590,36 @@ function mcl_potions.make_invisible(player, toggle)
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local is_player = player:is_player()
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local is_player = player:is_player()
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local entity = player:get_luaentity()
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local entity = player:get_luaentity()
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local playername = player:get_player_name()
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local skin_file = ""
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if toggle then -- hide player
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if toggle then -- hide player
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if player:is_player() then
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skin_file = "mobs_mc_empty.png"
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EF.invisible[player].old_size = player:get_properties().visual_size
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elseif entity then
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if entity then
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EF.invisible[player].old_size = entity.visual_size
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EF.invisible[player].old_size = entity.visual_size
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else -- if not a player or entity, do nothing
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elseif not player:is_player() then -- if not a player or entity, do nothing
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return
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return
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end
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end
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if minetest.get_modpath("mcl_armor") and player:is_player() then
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armor.textures[playername].skin = skin_file
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armor:update_player_visuals(player)
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elseif not player:is_player() and minetest.get_modpath("mcl_armor") or not player:is_player() and not minetest.get_modpath("mcl_armor") then
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player:set_properties({visual_size = {x = 0, y = 0}})
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player:set_properties({visual_size = {x = 0, y = 0}})
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end
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player:set_nametag_attributes({color = {a = 0}})
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player:set_nametag_attributes({color = {a = 0}})
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elseif EF.invisible[player] then -- show player
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elseif EF.invisible[player] then -- show player
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if minetest.get_modpath("mcl_armor") and player:is_player() then
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skin_file = mcl_skins.skins[playername] .. ".png"
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armor.textures[playername].skin = skin_file
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armor:update_player_visuals(player)
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elseif not player:is_player() and minetest.get_modpath("mcl_armor") or not player:is_player() and not minetest.get_modpath("mcl_armor") then
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player:set_properties({visual_size = EF.invisible[player].old_size})
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player:set_properties({visual_size = EF.invisible[player].old_size})
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end
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player:set_nametag_attributes({color = {r = 255, g = 255, b = 255, a = 255}})
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player:set_nametag_attributes({color = {r = 255, g = 255, b = 255, a = 255}})
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end
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end
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@ -999,4 +1012,3 @@ function mcl_potions._extinguish_nearby_fire(pos, radius)
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end
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end
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return exting
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return exting
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end
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end
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@ -66,13 +66,13 @@ minetest.register_globalstep(function(dtime)
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-- set head pitch and yaw when swimming
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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)),yaw - player_vel_yaw * -1,0))
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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)),yaw - player_vel_yaw * -1,0))
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-- sets eye height, and nametag color accordingly
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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 = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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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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-- 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 * -1 - yaw + 180,0))
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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 * -1 - yaw + 180,0))
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elseif player:get_attach() == nil then
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elseif player:get_attach() == nil then
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-- sets eye height, and nametag color accordingly
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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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 }})
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if player_velocity.x > 0.35 or player_velocity.z > 0.35 or player_velocity.x < -0.35 or player_velocity.z < -0.35 then
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if player_velocity.x > 0.35 or player_velocity.z > 0.35 or player_velocity.x < -0.35 or player_velocity.z < -0.35 then
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if player_vel_yaw * -1 - yaw < 90 or player_vel_yaw * -1 - yaw > 270 then
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if player_vel_yaw * -1 - yaw < 90 or player_vel_yaw * -1 - yaw > 270 then
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@ -91,7 +91,7 @@ minetest.register_globalstep(function(dtime)
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else
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else
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local attached = player:get_attach(parent)
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local attached = player:get_attach(parent)
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local attached_yaw = degrees(attached:get_yaw())
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local attached_yaw = degrees(attached:get_yaw())
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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 }})
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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 }})
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,degrees(player:get_look_horizontal()) * -1 + attached_yaw,0))
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,degrees(player:get_look_horizontal()) * -1 + attached_yaw,0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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end
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end
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