forked from VoxeLibre/VoxeLibre
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add_shader
Author | SHA1 | Date |
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Wbjitscool | fb0780c172 | |
Wbjitscool | dc6bdec93e |
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@ -388,7 +388,18 @@ end)
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local function initsky(player)
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if player.set_lighting then
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player:set_lighting({ shadows = { intensity = tonumber(minetest.settings:get("mcl_default_shadow_intensity") or 0.33) } })
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player:set_lighting({
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shadows = { intensity = 0.33 },
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volumetric_light = { strength = 0.45 },
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exposure = {
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luminance_min = -3.5,
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luminance_max = -2.5,
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exposure_correction = 0.35,
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speed_dark_bright = 1500,
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speed_bright_dark = 700,
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},
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saturation = 1.1,
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})
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end
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if (mcl_weather.skycolor.active) then
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@ -251,15 +251,6 @@ local function remove_shield_entity(player, i)
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end
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end
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local function is_node_stack(itemstack)
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return itemstack:get_definition().drawtype -- only node's definition table contains element "drawtype"
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end
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local function is_rmb_conflicting_node(nodename)
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local nodedef = minetest.registered_nodes[nodename]
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return nodedef.on_rightclick
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end
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local function handle_blocking(player)
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local player_shield = mcl_shields.players[player]
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local rmb = player:get_player_control().RMB
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@ -275,7 +266,7 @@ local function handle_blocking(player)
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local pos = player:get_pos()
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if shield_in_hand then
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if not_blocking then
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minetest.after(0.05, function()
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minetest.after(0.25, function()
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if (not_blocking or not shield_in_offhand) and shield_in_hand and rmb then
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player_shield.blocking = 2
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set_shield(player, true, 2)
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@ -286,16 +277,11 @@ local function handle_blocking(player)
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end
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elseif shield_in_offhand then
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local pointed_thing = mcl_util.get_pointed_thing(player, true)
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local wielded_stack = player:get_wielded_item()
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local offhand_can_block = (minetest.get_item_group(wielded_item(player), "bow") ~= 1
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and minetest.get_item_group(wielded_item(player), "crossbow") ~= 1)
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local offhand_can_block = (wielded_item(player) == "" or not pointed_thing)
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and (minetest.get_item_group(wielded_item(player), "bow") ~= 1 and minetest.get_item_group(wielded_item(player), "crossbow") ~= 1)
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if pointed_thing and pointed_thing.type == "node" then
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local pointed_node = minetest.get_node(pointed_thing.under)
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if minetest.get_item_group(pointed_node.name, "container") > 1
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or is_rmb_conflicting_node(pointed_node.name)
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or is_node_stack(wielded_stack)
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then
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if minetest.get_item_group(minetest.get_node(pointed_thing.under).name, "container") > 1 then
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return
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end
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end
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@ -304,7 +290,7 @@ local function handle_blocking(player)
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return
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end
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if not_blocking then
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minetest.after(0.05, function()
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minetest.after(0.25, function()
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if (not_blocking or not shield_in_hand) and shield_in_offhand and rmb and offhand_can_block then
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player_shield.blocking = 1
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set_shield(player, true, 1)
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