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use dtime

This commit is contained in:
Sumyjkl 2022-08-02 22:47:51 +10:00
parent 5c085bd28f
commit 32a57133ac
1 changed files with 7 additions and 3 deletions

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@ -314,8 +314,8 @@ minetest.register_globalstep(function(dtime)
speed_mult = speed_mult - slowdown_mult * dtime -- slow down speed_mult = speed_mult - slowdown_mult * dtime -- slow down
speed_mult = math.max(speed_mult, -1) speed_mult = math.max(speed_mult, -1)
speed_mult = math.min(speed_mult, max_speed) speed_mult = math.min(speed_mult, max_speed)
if turn_amount > 0.1 then if turn_amount > 0.3 then
speed_mult = speed_mult - (speed_mult * turn_amount / (math.pi*3)) speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*3)))
end end
elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
@ -342,11 +342,12 @@ minetest.register_globalstep(function(dtime)
end end
end end
new_vel = vector.multiply(new_vel, speed_mult * dtime * 30) new_vel = vector.multiply(new_vel, speed_mult)
new_vel = { new_vel = {
x = clamp(new_vel.x, -max_speed, max_speed), x = clamp(new_vel.x, -max_speed, max_speed),
y = clamp(new_vel.y, -max_speed, max_speed), y = clamp(new_vel.y, -max_speed, max_speed),
z = clamp(new_vel.z, -max_speed, max_speed)} z = clamp(new_vel.z, -max_speed, max_speed)}
new_vel = vector.multiply(new_vel, dtime * 30)
-- slow the player down so less spongy movement by applying half the inverse vel -- 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 -- NOTE: do not set this higher than about 0.7 or the game will get the wrong vel and it will be broken
@ -697,6 +698,9 @@ end)
-- Don't change HP if the player falls in the water or through End Portal: -- Don't change HP if the player falls in the water or through End Portal:
mcl_damage.register_modifier(function(obj, damage, reason) mcl_damage.register_modifier(function(obj, damage, reason)
if reason.type == "fall" then if reason.type == "fall" then
if minetest.is_creative_enabled(obj:get_player_name()) then
return 0
end
local pos = obj:get_pos() local pos = obj:get_pos()
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
local velocity = obj:get_velocity() or obj:get_player_velocity() or {x=0,y=-10,z=0} local velocity = obj:get_velocity() or obj:get_player_velocity() or {x=0,y=-10,z=0}