Change function call of set_physics_override to a more modern syntax so we dont get the deprecation warnings.
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ad33e6bc1e
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12
init.lua
12
init.lua
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@ -41,14 +41,14 @@ 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().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_physics_override(1, 1, 1)
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players[i]:set_physics_override({speed=1, jump=1, gravity=1})
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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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end
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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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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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players[i]:set_physics_override({speed=1, jump=1, gravity=1})
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mcl_player.player_attached[name] = false
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end
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end
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@ -62,13 +62,13 @@ 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 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_physics_override(1, 1, 1)
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player:set_physics_override({speed=1, jump=1, gravity=1})
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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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print_action_stand(name)
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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_physics_override(0, 0, 0)
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player:set_physics_override({speed=0, jump=0, gravity=0})
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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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print_action_sit(name)
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@ -84,13 +84,13 @@ 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 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_physics_override(1, 1, 1)
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player:set_physics_override({speed=1, jump=1, gravity=1})
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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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print_action_stand(name)
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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_physics_override(0, 0, 0)
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player:set_physics_override({speed=0, jump=0, gravity=0})
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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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print_action_lay(name)
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