Check the node below on globalstep, and if it's air just unmount (fixes #1)
cora, thanks again ^^
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init.lua
20
init.lua
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@ -34,16 +34,22 @@ minetest.register_globalstep(function(dtime)
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for i=1, #players do
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local name = players[i]:get_player_name()
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if mcl_player.player_attached[name] and not players[i]:get_attach() and
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(players[i]:get_player_control().up == true or
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players[i]:get_player_control().down == true or
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players[i]:get_player_control().left == true or
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players[i]:get_player_control().right == 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().up == true or
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players[i]:get_player_control().down == true or
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players[i]:get_player_control().left == true or
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players[i]:get_player_control().right == 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]: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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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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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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end
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end)
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