forked from VoxeLibre/VoxeLibre
Merge branch 'master' of https://git.minetest.land/MineClone2/MineClone2
This commit is contained in:
commit
53510ea32a
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@ -451,6 +451,6 @@ mobs:spawn_specific("mobs_mc:donkey", mobs_mc.spawn.grassland_savanna, {"air"},
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-- spawn eggs
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-- spawn eggs
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mobs:register_egg("mobs_mc:horse", S("Horse"), "mobs_mc_spawn_icon_horse.png", 0)
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mobs:register_egg("mobs_mc:horse", S("Horse"), "mobs_mc_spawn_icon_horse.png", 0)
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mobs:register_egg("mobs_mc:skeleton_horse", S("Skeleton Horse"), "mobs_mc_spawn_icon_horse_skeleton.png", 0)
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mobs:register_egg("mobs_mc:skeleton_horse", S("Skeleton Horse"), "mobs_mc_spawn_icon_horse_skeleton.png", 0)
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mobs:register_egg("mobs_mc:zombie_horse", S("Zombie Horse"), "mobs_mc_spawn_icon_horse_zombie.png", 0)
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--mobs:register_egg("mobs_mc:zombie_horse", S("Zombie Horse"), "mobs_mc_spawn_icon_horse_zombie.png", 0)
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mobs:register_egg("mobs_mc:donkey", S("Donkey"), "mobs_mc_spawn_icon_donkey.png", 0)
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mobs:register_egg("mobs_mc:donkey", S("Donkey"), "mobs_mc_spawn_icon_donkey.png", 0)
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mobs:register_egg("mobs_mc:mule", S("Mule"), "mobs_mc_spawn_icon_mule.png", 0)
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mobs:register_egg("mobs_mc:mule", S("Mule"), "mobs_mc_spawn_icon_mule.png", 0)
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@ -37,6 +37,7 @@ S("Arrows might get stuck on solid blocks and can be retrieved again. They are a
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local ARROW_ENTITY={
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local ARROW_ENTITY={
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physical = true,
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physical = true,
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pointable = false,
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visual = "mesh",
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visual = "mesh",
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mesh = "mcl_bows_arrow.obj",
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mesh = "mcl_bows_arrow.obj",
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visual_size = {x=-1, y=1},
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visual_size = {x=-1, y=1},
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@ -148,7 +148,7 @@ function mcl_buckets.register_liquid(def)
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end,
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end,
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_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
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_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
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local iname = stack:get_name()
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local iname = stack:get_name()
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local buildable = minetest.registered_nodes[dropnode.name].buildable_to
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local buildable = minetest.registered_nodes[dropnode.name].buildable_to or dropnode.name == "mcl_portals:portal"
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if def.extra_check and def.extra_check(droppos, nil) == false then
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if def.extra_check and def.extra_check(droppos, nil) == false then
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-- Fail placement of liquid
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-- Fail placement of liquid
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@ -6,6 +6,16 @@ mcl_player = {}
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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local animation_blend = 0
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local animation_blend = 0
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local function get_mouse_button(player)
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local controls = player:get_player_control()
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local get_wielded_item_name = player:get_wielded_item():get_name()
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if controls.RMB and not string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") or controls.LMB then
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return true
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else
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return false
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end
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end
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mcl_player.registered_player_models = { }
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mcl_player.registered_player_models = { }
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-- Local for speed.
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-- Local for speed.
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@ -174,30 +184,30 @@ minetest.register_globalstep(function(dtime)
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player_anim[name] = nil
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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player_sneak[name] = controls.sneak
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end
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end
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if controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then
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if get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_walk", animation_speed_mod)
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player_set_animation(player, "swim_walk", animation_speed_mod)
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elseif is_sprinting == true and controls.LMB and not controls.sneak and not head_in_water then
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elseif is_sprinting == true and get_mouse_button(player) == true and not controls.sneak and not head_in_water then
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player_set_animation(player, "run_walk_mine", animation_speed_mod)
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player_set_animation(player, "run_walk_mine", animation_speed_mod)
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elseif controls.LMB and not controls.sneak then
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elseif get_mouse_button(player) == true and not controls.sneak then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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player_set_animation(player, "walk_mine", animation_speed_mod)
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elseif controls.LMB and controls.sneak and is_sprinting ~= true then
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elseif get_mouse_button(player) == true and controls.sneak and is_sprinting ~= true then
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player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
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player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
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elseif is_sprinting == true and not controls.sneak and not head_in_water then
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elseif is_sprinting == true and not controls.sneak and not head_in_water then
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player_set_animation(player, "run_walk", animation_speed_mod)
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player_set_animation(player, "run_walk", animation_speed_mod)
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elseif controls.sneak and not controls.LMB then
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elseif controls.sneak and not get_mouse_button(player) == true then
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player_set_animation(player, "sneak_walk", animation_speed_mod)
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player_set_animation(player, "sneak_walk", animation_speed_mod)
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else
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else
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player_set_animation(player, "walk", animation_speed_mod)
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player_set_animation(player, "walk", animation_speed_mod)
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end
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end
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elseif controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then
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elseif get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_mine")
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player_set_animation(player, "swim_mine")
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elseif not controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then
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elseif not get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_stand")
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player_set_animation(player, "swim_stand")
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elseif controls.LMB and not controls.sneak then
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elseif get_mouse_button(player) == true and not controls.sneak then
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player_set_animation(player, "mine")
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player_set_animation(player, "mine")
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elseif controls.LMB and controls.sneak then
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elseif get_mouse_button(player) == true and controls.sneak then
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player_set_animation(player, "sneak_mine")
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player_set_animation(player, "sneak_mine")
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_stand", animation_speed_mod)
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player_set_animation(player, "swim_stand", animation_speed_mod)
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