Fix wrong usage of set_physics_override, use playerphysics
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parent
ad33e6bc1e
commit
97820be741
18
init.lua
18
init.lua
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@ -41,14 +41,16 @@ minetest.register_globalstep(function(dtime)
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players[i]:get_player_control().jump == true or
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players[i]:get_player_control().jump == true or
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players[i]:get_player_control().sneak == true) then
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players[i]:get_player_control().sneak == true) then
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players[i]:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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players[i]:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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players[i]:set_physics_override(1, 1, 1)
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playerphysics.remove_physics_factor(players[i], "speed", "mcl_cozy:attached")
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playerphysics.remove_physics_factor(players[i], "jump", "mcl_cozy:attached")
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mcl_player.player_attached[name] = false
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mcl_player.player_attached[name] = false
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mcl_player.player_set_animation(players[i], "stand", 30)
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mcl_player.player_set_animation(players[i], "stand", 30)
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end
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end
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-- check the node below player (and if it's air, just unmount)
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-- check the node below player (and if it's air, just unmount)
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if minetest.get_node(vector.offset(players[i]:get_pos(),0,-1,0)).name == "air" then
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if minetest.get_node(vector.offset(players[i]:get_pos(),0,-1,0)).name == "air" then
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players[i]:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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players[i]:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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players[i]:set_physics_override(1, 1, 1)
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playerphysics.remove_physics_factor(players[i], "speed", "mcl_cozy:attached")
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playerphysics.remove_physics_factor(players[i], "jump", "mcl_cozy:attached")
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mcl_player.player_attached[name] = false
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mcl_player.player_attached[name] = false
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end
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end
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end
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end
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@ -62,13 +64,15 @@ minetest.register_chatcommand("sit", {
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if minetest.get_node(vector.offset(player:get_pos(),0,-1,0)).name == "air" then return end
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if minetest.get_node(vector.offset(player:get_pos(),0,-1,0)).name == "air" then return end
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if mcl_player.player_attached[name] then
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if mcl_player.player_attached[name] then
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player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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player:set_physics_override(1, 1, 1)
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playerphysics.remove_physics_factor(player, "speed", "mcl_cozy:attached")
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playerphysics.remove_physics_factor(player, "jump", "mcl_cozy:attached")
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mcl_player.player_attached[name] = false
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mcl_player.player_attached[name] = false
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mcl_player.player_set_animation(player, "stand", 30)
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mcl_player.player_set_animation(player, "stand", 30)
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print_action_stand(name)
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print_action_stand(name)
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else
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else
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player:set_eye_offset({x=0, y=-7, z=2}, {x=0, y=0, z=0})
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player:set_eye_offset({x=0, y=-7, z=2}, {x=0, y=0, z=0})
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player:set_physics_override(0, 0, 0)
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playerphysics.add_physics_factor(player, "speed", "mcl_cozy:attached", 0)
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playerphysics.add_physics_factor(player, "jump", "mcl_cozy:attached", 0)
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mcl_player.player_attached[name] = true
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mcl_player.player_attached[name] = true
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mcl_player.player_set_animation(player, "sit", 30)
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mcl_player.player_set_animation(player, "sit", 30)
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print_action_sit(name)
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print_action_sit(name)
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@ -84,13 +88,15 @@ minetest.register_chatcommand("lay", {
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if minetest.get_node(vector.offset(player:get_pos(),0,-1,0)).name == "air" then return end
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if minetest.get_node(vector.offset(player:get_pos(),0,-1,0)).name == "air" then return end
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if mcl_player.player_attached[name] then
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if mcl_player.player_attached[name] then
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player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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player:set_physics_override(1, 1, 1)
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playerphysics.remove_physics_factor(player, "speed", "mcl_cozy:attached")
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playerphysics.remove_physics_factor(player, "jump", "mcl_cozy:attached")
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mcl_player.player_attached[name] = false
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mcl_player.player_attached[name] = false
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mcl_player.player_set_animation(player, "stand", 30)
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mcl_player.player_set_animation(player, "stand", 30)
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print_action_stand(name)
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print_action_stand(name)
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else
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else
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player:set_eye_offset({x=0, y=-13, z=0}, {x=0, y=0, z=0})
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player:set_eye_offset({x=0, y=-13, z=0}, {x=0, y=0, z=0})
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player:set_physics_override(0, 0, 0)
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playerphysics.add_physics_factor(player, "speed", "mcl_cozy:attached", 0)
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playerphysics.add_physics_factor(player, "jump", "mcl_cozy:attached", 0)
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mcl_player.player_attached[name] = true
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mcl_player.player_attached[name] = true
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mcl_player.player_set_animation(player, "lay", 0)
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mcl_player.player_set_animation(player, "lay", 0)
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print_action_lay(name)
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print_action_lay(name)
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