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Make swimming a bit smoother

This commit is contained in:
epCode 2021-02-20 16:21:09 -08:00
parent 30b1d58e67
commit 98f6e05cdc
2 changed files with 11 additions and 7 deletions

View File

@ -156,10 +156,12 @@ minetest.register_globalstep(function(dtime)
animation_speed_mod = animation_speed_mod / 2 animation_speed_mod = animation_speed_mod / 2
end end
-- ask if player is in a place which he should crawl
local node_in_feet = minetest.registered_nodes[mcl_playerinfo[name].node_feet]
-- ask if player should be crawling
local block_in_head = minetest.registered_nodes[mcl_playerinfo[name].node_head]
-- ask if player is swiming -- ask if player is swiming
local standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_feet, "water") ~= 0 local standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0
-- ask if player is sprinting -- ask if player is sprinting
local is_sprinting = mcl_sprint.is_sprinting(name) local is_sprinting = mcl_sprint.is_sprinting(name)
@ -171,9 +173,9 @@ minetest.register_globalstep(function(dtime)
player_anim[name] = nil player_anim[name] = nil
player_sneak[name] = controls.sneak player_sneak[name] = controls.sneak
end end
if controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true then if controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true or block_in_head.walkable and controls.LMB then
player_set_animation(player, "swim_walk_mine", animation_speed_mod) player_set_animation(player, "swim_walk_mine", animation_speed_mod)
elseif not controls.sneak and standing_on_water and is_sprinting == true then elseif not controls.sneak and standing_on_water and is_sprinting == true or block_in_head.walkable then
player_set_animation(player, "swim_walk", animation_speed_mod) player_set_animation(player, "swim_walk", animation_speed_mod)
elseif is_sprinting == true and controls.LMB and not controls.sneak and not standing_on_water then elseif is_sprinting == true and controls.LMB and not controls.sneak and not standing_on_water then
player_set_animation(player, "run_walk_mine", animation_speed_mod) player_set_animation(player, "run_walk_mine", animation_speed_mod)
@ -188,8 +190,10 @@ minetest.register_globalstep(function(dtime)
else else
player_set_animation(player, "walk", animation_speed_mod) player_set_animation(player, "walk", animation_speed_mod)
end end
elseif controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true then elseif controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true or controls.LMB and block_in_head.walkable then
player_set_animation(player, "swim_mine") player_set_animation(player, "swim_mine")
elseif not controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true or not controls.LMB and block_in_head.walkable then
player_set_animation(player, "swim_stand")
elseif controls.LMB and not controls.sneak then elseif controls.LMB and not controls.sneak then
player_set_animation(player, "mine") player_set_animation(player, "mine")
elseif controls.LMB and controls.sneak then elseif controls.LMB and controls.sneak then

View File

@ -45,7 +45,7 @@ minetest.register_globalstep(function(dtime)
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }}) player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
elseif minetest.get_item_group(mcl_playerinfo[name].node_feet, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true then elseif minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true or minetest.registered_nodes[mcl_playerinfo[name].node_head].walkable then
-- controls head pitch when swiming -- controls head pitch when swiming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly