diff --git a/mods/PLAYER/mcl_playerplus/init.lua b/mods/PLAYER/mcl_playerplus/init.lua index c6c83dd9a..94ebef52d 100644 --- a/mods/PLAYER/mcl_playerplus/init.lua +++ b/mods/PLAYER/mcl_playerplus/init.lua @@ -4,6 +4,7 @@ mcl_playerplus = { local player_velocity_old = {x=0, y=0, z=0} local player_position_old = {x=0, y=0, z=0} +local is_pressing_jump = false local get_connected_players = minetest.get_connected_players local dir_to_yaw = minetest.dir_to_yaw local get_item_group = minetest.get_item_group @@ -280,15 +281,21 @@ minetest.register_globalstep(function(dtime) elytra.speed = 2 end + local is_just_jumped = control.jump and not is_pressing_jump + is_pressing_jump = control.jump + if is_just_jumped and not elytra.active then + elytra.speed = clamp(get_overall_velocity(player:get_velocity()) - 1, 0, 20) + end + elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and not player:get_attach() - and (elytra.active or (control.jump and player_velocity.y < -1)) + and (elytra.active or (is_just_jumped and player_velocity.y < -0)) and (fly_node == "air" or fly_node == "ignore") if elytra.active then mcl_player.player_set_animation(player, "fly") local slowdown_mult = 1 -- amount of vel to take per sec - local fall_speed = 40 -- amount to fall down per sec in nodes + local fall_speed = 10 -- amount to fall down per sec in nodes local speedup_mult = 15 -- amount of speed to add based on look dir local max_speed = 120 local direction = player:get_look_dir() @@ -299,6 +306,7 @@ minetest.register_globalstep(function(dtime) speed_mult = speed_mult - slowdown_mult * dtime -- slow down speed_mult = math.max(speed_mult, -1) speed_mult = math.min(speed_mult, max_speed) + elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it new_vel = direction -- use the facing direction as a base @@ -337,7 +345,7 @@ minetest.register_globalstep(function(dtime) -- this is far from ideal, but there's no good way to set_velocity on the player player_vel = vector.multiply(player_vel, -0.4) player:add_velocity(player_vel) - new_vel.y = new_vel.y - (400 / math.max(speed_mult, 2)) * dtime + new_vel.y = new_vel.y - (200 / math.max(speed_mult, 2)) * dtime new_vel.y = new_vel.y - fall_speed * dtime player:add_velocity(new_vel) end