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Merge pull request 'Visual Sneaking, Minecraft-like breathing anim, Spawn egg textures. Whielditem reposition, and arm pitch control.' (#1071) from epCode/MineClone2:master into master

Reviewed-on: MineClone2/MineClone2#1071
This commit is contained in:
Elias Fleckenstein 2021-02-06 19:48:04 +00:00
commit a42bd72edf
55 changed files with 60 additions and 12 deletions

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@ -94,6 +94,16 @@ armor.def = {
} }
armor.update_player_visuals = function(self, player) armor.update_player_visuals = function(self, player)
local player_holding = player:get_wielded_item():get_name()
if string.find(player_holding,"mcl_tools:") or player_holding == "mcl_mobitems:bone" or player_holding == "mcl_fishing:fishing_rod" then
player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
elseif string.find(player_holding, "mcl_bows:bow") then
player:set_bone_position("Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
else
player:set_bone_position("Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
end
if not player then if not player then
return return
end end
@ -345,6 +355,10 @@ mcl_player.player_register_model("mcl_armor_character.b3d", {
mine = {x=189, y=198}, mine = {x=189, y=198},
walk_mine = {x=200, y=219}, walk_mine = {x=200, y=219},
sit = {x=81, y=160}, sit = {x=81, y=160},
sneak_stand = {x=222, y=302},
sneak_mine = {x=346, y=366},
sneak_walk = {x=304, y=323},
sneak_walk_mine = {x=325, y=344},
}, },
}) })

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@ -21,12 +21,16 @@ mcl_player.player_register_model("character.b3d", {
textures = {"character.png", }, textures = {"character.png", },
animations = { animations = {
-- Standard animations. -- Standard animations.
stand = { x= 0, y= 79, }, stand = {x=0, y=79},
lay = { x=162, y=166, }, lay = {x=162, y=166},
walk = { x=168, y=187, }, walk = {x=168, y=187},
mine = { x=189, y=198, }, mine = {x=189, y=198},
walk_mine = { x=200, y=219, }, walk_mine = {x=200, y=219},
sit = { x= 81, y=160, }, sit = {x=81, y=160},
sneak_stand = {x=222, y=302},
sneak_mine = {x=346, y=366},
sneak_walk = {x=304, y=323},
sneak_walk_mine = {x=325, y=344},
}, },
}) })
@ -107,7 +111,7 @@ end
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
mcl_player.player_attached[player:get_player_name()] = false mcl_player.player_attached[player:get_player_name()] = false
mcl_player.player_set_model(player, "character.b3d") mcl_player.player_set_model(player, "character.b3d")
player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30) --player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
player:set_fov(86.1) -- see <https://minecraft.gamepedia.com/Options#Video_settings>>>> player:set_fov(86.1) -- see <https://minecraft.gamepedia.com/Options#Video_settings>>>>
end) end)
@ -151,15 +155,23 @@ 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 then if controls.LMB and not controls.sneak then
player_set_animation(player, "walk_mine", animation_speed_mod) player_set_animation(player, "walk_mine", animation_speed_mod)
else elseif controls.LMB and controls.sneak then
player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
elseif not controls.sneak then
player_set_animation(player, "walk", animation_speed_mod) player_set_animation(player, "walk", animation_speed_mod)
else
player_set_animation(player, "sneak_walk", animation_speed_mod)
end end
elseif controls.LMB then elseif controls.LMB and not controls.sneak then
player_set_animation(player, "mine") player_set_animation(player, "mine")
else elseif controls.LMB and controls.sneak then
player_set_animation(player, "sneak_mine")
elseif not controls.sneak then
player_set_animation(player, "stand", animation_speed_mod) player_set_animation(player, "stand", animation_speed_mod)
else
player_set_animation(player, "sneak_stand", animation_speed_mod)
end end
end end
end end

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@ -20,11 +20,33 @@ minetest.register_globalstep(function(dtime)
-- Update jump status immediately since we need this info in real time. -- Update jump status immediately since we need this info in real time.
-- WARNING: This section is HACKY as hell since it is all just based on heuristics. -- WARNING: This section is HACKY as hell since it is all just based on heuristics.
for _,player in pairs(minetest.get_connected_players()) do for _,player in pairs(minetest.get_connected_players()) do
local controls = player:get_player_control()
name = player:get_player_name() name = player:get_player_name()
-- controls head bone -- controls head bone
pitch = degrees(player:get_look_vertical()) * -1 pitch = degrees(player:get_look_vertical()) * -1
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
if controls.LMB then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
else
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
end
if controls.sneak and player:get_attach() == nil then
-- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets collisionbox, eye height, and nametag color accordingly
if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.35,0.35} then
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.35,0.35}, eye_height = 1.35, nametag_color = { r = 255, b = 225, a = 0, g = 225 }})
end
else
-- controls head pitch when not sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
-- sets collisionbox, eye height, and nametag color accordingly
if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.8,0.35} then
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 255, b = 225, a = 225, g = 225 }})
end
end
if mcl_playerplus_internal[name].jump_cooldown > 0 then if mcl_playerplus_internal[name].jump_cooldown > 0 then
mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime