forked from VoxeLibre/VoxeLibre
Impliment crawling
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903a29f949
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@ -154,8 +154,12 @@ minetest.register_globalstep(function(dtime)
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animation_speed_mod = animation_speed_mod / 2
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animation_speed_mod = animation_speed_mod / 2
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end
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end
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-- ask if player is in a place which he should crawl
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node_in_feet = minetest.registered_nodes[mcl_playerinfo[name].node_feet]
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-- ask if player is swiming
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-- ask if player is swiming
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local standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0
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standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0
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-- Apply animations based on what the player is doing
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-- Apply animations based on what the player is doing
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if player:get_hp() == 0 then
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if player:get_hp() == 0 then
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@ -169,6 +173,10 @@ minetest.register_globalstep(function(dtime)
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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elseif not controls.sneak and standing_on_water then
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elseif not controls.sneak and standing_on_water then
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player_set_animation(player, "swim_walk", animation_speed_mod)
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player_set_animation(player, "swim_walk", animation_speed_mod)
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elseif node_in_feet.walkable and controls.LMB then
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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elseif node_in_feet.walkable then
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player_set_animation(player, "swim_walk", animation_speed_mod)
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elseif controls.LMB and not controls.sneak and not standing_on_water then
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elseif controls.LMB and not controls.sneak and not standing_on_water then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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player_set_animation(player, "walk_mine", animation_speed_mod)
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elseif controls.LMB and controls.sneak and not standing_on_water then
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elseif controls.LMB and controls.sneak and not standing_on_water then
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@ -178,6 +186,8 @@ minetest.register_globalstep(function(dtime)
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else
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else
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player_set_animation(player, "sneak_walk", animation_speed_mod)
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player_set_animation(player, "sneak_walk", animation_speed_mod)
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end
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end
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elseif controls.LMB and node_in_feet.walkable then
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player_set_animation(player, "swim_mine")
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elseif controls.LMB and not controls.sneak and standing_on_water then
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elseif controls.LMB and not controls.sneak and standing_on_water then
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player_set_animation(player, "swim_mine")
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player_set_animation(player, "swim_mine")
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elseif controls.LMB and not controls.sneak and not standing_on_water then
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elseif controls.LMB and not controls.sneak and not standing_on_water then
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@ -24,8 +24,11 @@ minetest.register_globalstep(function(dtime)
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name = player:get_player_name()
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name = player:get_player_name()
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-- controls head bone
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-- controls head bone
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pitch = degrees(player:get_look_vertical()) * -1
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local pitch = degrees(player:get_look_vertical()) * -1
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local node_in_feet = minetest.registered_nodes[mcl_playerinfo[name].node_feet]
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-- controls right and left arms pitch when shooting a bow or punching
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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
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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
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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@ -37,23 +40,33 @@ minetest.register_globalstep(function(dtime)
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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end
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end
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if controls.sneak and player:get_attach() == nil then
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if node_in_feet.walkable and player:get_attach() == nil then
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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
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mcl_player.player_set_animation(player, "swim_stand")
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end
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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 }})
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
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player:set_bone_position("Body_Control", vector.new(0,12.5,0), vector.new(90,0,180))
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elseif controls.sneak and player:get_attach() == nil then
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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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-- controls head pitch when sneaking
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-- controls head pitch when sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
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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({eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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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 }})
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elseif minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 and player:get_attach() == nil then
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elseif minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 and player:get_attach() == nil then
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player:set_bone_position("Body_Control", vector.new(0,12.5,0), vector.new(90,0,180))
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-- controls head pitch when swiming
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-- controls head pitch when swiming
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
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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({eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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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 }})
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else
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else
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-- controls head pitch when not sneaking
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-- controls head pitch when not sneaking
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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("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
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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({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 = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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end
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end
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if mcl_playerplus_internal[name].jump_cooldown > 0 then
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if mcl_playerplus_internal[name].jump_cooldown > 0 then
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