Merge branch 'master' of https://git.minetest.land/MineClone2/MineClone2
This commit is contained in:
commit
c1da231f9d
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@ -34,7 +34,6 @@ keepInventory = false
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# Performance settings
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dedicated_server_step = 0.001
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liquid_update = 0.25
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abm_interval = 0.25
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max_objects_per_block = 4096
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max_packets_per_iteration = 10096
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@ -47,6 +47,71 @@ local alldirs=
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{ x = 0, y = 0, z = 1}
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}
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-- 3 exptime variants because the animation is not tied to particle expiration time.
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-- 3 colorized variants to imitate minecraft's
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local smoke_pdef_base = {
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amount = 0.001,
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time = 0,
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-- minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 }),
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-- maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 }),
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minvel = { x = -0.1, y = 0.3, z = -0.1 },
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maxvel = { x = 0.1, y = 1.6, z = 0.1 },
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-- minexptime = 3 exptime variants,
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-- maxexptime = 3 exptime variants
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minsize = 4.0,
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maxsize = 4.5,
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-- texture = "mcl_particles_smoke_anim.png^[colorize:#000000:(3 colourize variants)",
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animation = {
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type = "vertical_frames",
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aspect_w = 8,
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aspect_h = 8,
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-- length = 3 exptime variants
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},
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collisiondetection = true,
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}
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local smoke_pdef_cached = {}
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local spawn_smoke = function(pos)
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local min = math.min
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local new_minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 })
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local new_maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 })
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-- populate the cache
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if not next(smoke_pdef_cached) then
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-- the last frame plays for 1/8 * N seconds, so we can take advantage of it
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-- to have varying exptime for each variant.
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local exptimes = { 0.75, 1.5, 4.0 }
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local colorizes = { "199", "209", "243" } -- round(78%, 82%, 90% of 256) - 1
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local id = 1
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for _,exptime in ipairs(exptimes) do
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for _,colorize in ipairs(colorizes) do
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smoke_pdef_base.minpos = new_minpos
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smoke_pdef_base.maxpos = new_maxpos
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smoke_pdef_base.maxexptime = exptime
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smoke_pdef_base.animation.length = exptime + 0.1
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-- minexptime must be set such that the last frame is actully rendered,
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-- even if its very short. Larger exptime -> larger range
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smoke_pdef_base.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
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smoke_pdef_base.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
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smoke_pdef_cached[id] = table.copy(smoke_pdef_base)
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mcl_particles.add_node_particlespawner(pos, smoke_pdef_cached[id], "high")
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id = id + 1
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end
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end
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-- cache already populated
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else
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for i, smoke_pdef in ipairs(smoke_pdef_cached) do
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smoke_pdef.minpos = new_minpos
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smoke_pdef.maxpos = new_maxpos
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mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
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end
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end
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--[[ Old smoke pdef
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local spawn_smoke = function(pos)
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mcl_particles.add_node_particlespawner(pos, {
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amount = 0.1,
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@ -67,6 +132,8 @@ local spawn_smoke = function(pos)
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length = 2.1,
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},
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}, "high")
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-- ]]
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end
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--
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@ -138,8 +138,6 @@ minetest.register_node("mcl_portals:portal", {
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sunlight_propagates = true,
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "blend" or true,
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walkable = false,
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diggable = false,
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pointable = false,
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buildable_to = false,
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is_ground_content = false,
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drop = "",
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@ -152,7 +150,8 @@ minetest.register_node("mcl_portals:portal", {
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{-0.5, -0.5, -0.1, 0.5, 0.5, 0.1},
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},
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},
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groups = {portal=1, not_in_creative_inventory = 1},
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groups = { creative_breakable = 1, portal = 1, not_in_creative_inventory = 1 },
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sounds = mcl_sounds.node_sound_glass_defaults(),
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on_destruct = destroy_nether_portal,
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_mcl_hardness = -1,
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@ -863,4 +862,3 @@ minetest.override_item("mcl_core:obsidian", {
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end
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end,
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})
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@ -50,17 +50,28 @@ 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 player = minetest.get_player_by_name(playerName)
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local controls = player:get_player_control()
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if players[playerName] then
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players[playerName].sprinting = sprinting
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if sprinting == true or controls.RMB and string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") 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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player:set_fov(players[playerName].fov, true, 0.15)
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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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elseif sprinting == false then
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end
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elseif sprinting == false and player:get_wielded_item():get_name() ~= "mcl_bows:bow_0" and player:get_wielded_item():get_name() ~= "mcl_bows:bow_1" 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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return false
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