diff --git a/mods/PLAYER/mcl_playerplus/init.lua b/mods/PLAYER/mcl_playerplus/init.lua index b46414646..e6d000b0c 100644 --- a/mods/PLAYER/mcl_playerplus/init.lua +++ b/mods/PLAYER/mcl_playerplus/init.lua @@ -284,6 +284,11 @@ minetest.register_globalstep(function(dtime) if is_just_jumped and not elytra.active then elytra.speed = clamp(get_overall_velocity(player:get_velocity()) - 1, 0, 20) end + -- don't let player get too fast by spamming jump + local block_below = minetest.get_node(vector.offset(player:get_velocity(), 0, -0.7, 0)).name + if minetest.registered_nodes[block_below].walkable then + elytra.speed = clamp(elytra.speed, -1, 5) + end elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and not player:get_attach() @@ -298,18 +303,20 @@ minetest.register_globalstep(function(dtime) local slowdown_mult = 1 -- amount of vel to take per sec local fall_speed = 10 -- amount to fall down per sec in nodes local speedup_mult = 10 -- amount of speed to add based on look dir - local max_speed = 120 + local max_speed = 300 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) + direction_mult/2 end + if direction_mult < 0 then direction_mult = -(direction_mult^2) end local speed_mult = elytra.speed + direction_mult * speedup_mult * dtime speed_mult = speed_mult - slowdown_mult * dtime -- slow down speed_mult = math.max(speed_mult, -1) speed_mult = math.min(speed_mult, max_speed) - speed_mult = speed_mult - (speed_mult * turn_amount / (math.pi*3)) + if turn_amount > 0.1 then + speed_mult = speed_mult - (speed_mult * turn_amount / (math.pi*3)) + end elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it new_vel = direction -- use the facing direction as a base @@ -335,7 +342,7 @@ minetest.register_globalstep(function(dtime) end end - new_vel = vector.multiply(new_vel, speed_mult) + new_vel = vector.multiply(new_vel, speed_mult * dtime * 30) new_vel = { x = clamp(new_vel.x, -max_speed, max_speed), y = clamp(new_vel.y, -max_speed, max_speed), @@ -344,7 +351,7 @@ minetest.register_globalstep(function(dtime) -- 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) + player_vel = vector.multiply(player_vel, -0.4 * dtime * 30) new_vel = vector.add(new_vel, player_vel) new_vel.y = new_vel.y - (200 / math.max(speed_mult, 2)) * dtime