semi-working on 0.3 server step

This commit is contained in:
Sumyjkl 2022-08-02 23:42:04 +10:00
parent 32a57133ac
commit 12af0e7de8
1 changed files with 9 additions and 9 deletions

View File

@ -300,15 +300,15 @@ minetest.register_globalstep(function(dtime)
player:set_pos(vector.offset(player:get_pos(), 0, 0.8, 0))
end
mcl_player.player_set_animation(player, "fly")
local slowdown_mult = 1 -- amount of vel to take per sec
local fall_speed = 10 -- amount to fall down per sec in nodes
local slowdown_mult = 0.2 -- amount of vel to take per sec
local fall_speed = 20 -- amount to fall down per sec in nodes
local speedup_mult = 10 -- amount of speed to add based on look dir
local max_speed = 300
local max_speed = 100
local direction = player:get_look_dir()
local player_vel = player:get_velocity()
local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel))
local direction_mult = clamp(-direction.y + 0, -1, 1)
if direction_mult < 0 then direction_mult = -(direction_mult^2) end
local direction_mult = clamp(-direction.y + 0, -0.8, 1)
if direction_mult < 0 then direction_mult = -(direction_mult^2) / 2 end
local speed_mult = elytra.speed + direction_mult * speedup_mult * dtime
speed_mult = speed_mult - slowdown_mult * dtime -- slow down
@ -326,7 +326,7 @@ minetest.register_globalstep(function(dtime)
elytra.rocketing = elytra.rocketing - dtime
if vector.length(player_velocity) < 40 then
-- player:add_velocity(vector.multiply(player:get_look_dir(), 4))
speed_mult = 30
speed_mult = 10
elytra.speed = speed_mult
add_particle({
pos = fly_pos,
@ -347,15 +347,15 @@ minetest.register_globalstep(function(dtime)
x = clamp(new_vel.x, -max_speed, max_speed),
y = clamp(new_vel.y, -max_speed, max_speed),
z = clamp(new_vel.z, -max_speed, max_speed)}
new_vel = vector.multiply(new_vel, dtime * 30)
-- new_vel = vector.multiply(new_vel, dtime * 30)
-- slow the player down so less spongy movement by applying half the inverse vel
-- NOTE: do not set this higher than about 0.7 or the game will get the wrong vel and it will be broken
-- this is far from ideal, but there's no good way to set_velocity on the player
player_vel = vector.multiply(player_vel, -0.4 * dtime * 30)
player_vel = vector.multiply(player_vel, -0.1)
new_vel = vector.add(new_vel, player_vel)
new_vel.y = new_vel.y - (200 / math.max(speed_mult, 2)) * dtime
new_vel.y = new_vel.y - (100 / math.max(speed_mult, 1)) * dtime
new_vel.y = new_vel.y - fall_speed * dtime
player:add_velocity(new_vel)
else