forked from VoxeLibre/VoxeLibre
master #8
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@ -69,18 +69,19 @@ local function setSprinting(playerName, sprinting) --Sets the state of a player
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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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local fov_old = players[playerName].fov
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local fov_new = fov_old
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local fade_time = .15
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if sprinting == true
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or controls.RMB
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and string.find(player:get_wielded_item():get_name(), "mcl_bows:bow")
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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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players[playerName].fade_time = .15
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fov_new = math.min(players[playerName].fov + 0.05, 1.2)
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else
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players[playerName].fov = .7
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fov_new = .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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end
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@ -88,12 +89,15 @@ local function setSprinting(playerName, sprinting) --Sets the state of a player
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_0"
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_1"
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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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fov_new = math.max(players[playerName].fov - 0.05, 1.0)
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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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if fov_new ~= fov_old then
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players[playerName].fov = fov_new
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player:set_fov(fov_new, true, fade_time)
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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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