diff --git a/mods/PLAYER/mcl_playerplus/init.lua b/mods/PLAYER/mcl_playerplus/init.lua index e09c463f7f..84a1af04f1 100644 --- a/mods/PLAYER/mcl_playerplus/init.lua +++ b/mods/PLAYER/mcl_playerplus/init.lua @@ -300,15 +300,15 @@ minetest.register_globalstep(function(dtime) player:set_pos(vector.offset(player:get_pos(), 0, 0.8, 0)) end mcl_player.player_set_animation(player, "fly") - local slowdown_mult = 1 -- amount of vel to take per sec - local fall_speed = 10 -- amount to fall down per sec in nodes + local slowdown_mult = 0.2 -- amount of vel to take per sec + local fall_speed = 20 -- amount to fall down per sec in nodes local speedup_mult = 10 -- amount of speed to add based on look dir - local max_speed = 300 + local max_speed = 100 local direction = player:get_look_dir() local player_vel = player:get_velocity() local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel)) - local direction_mult = clamp(-direction.y + 0, -1, 1) - if direction_mult < 0 then direction_mult = -(direction_mult^2) end + local direction_mult = clamp(-direction.y + 0, -0.8, 1) + if direction_mult < 0 then direction_mult = -(direction_mult^2) / 2 end local speed_mult = elytra.speed + direction_mult * speedup_mult * dtime speed_mult = speed_mult - slowdown_mult * dtime -- slow down @@ -326,7 +326,7 @@ minetest.register_globalstep(function(dtime) elytra.rocketing = elytra.rocketing - dtime if vector.length(player_velocity) < 40 then -- player:add_velocity(vector.multiply(player:get_look_dir(), 4)) - speed_mult = 30 + speed_mult = 10 elytra.speed = speed_mult add_particle({ pos = fly_pos, @@ -347,15 +347,15 @@ minetest.register_globalstep(function(dtime) x = clamp(new_vel.x, -max_speed, max_speed), y = clamp(new_vel.y, -max_speed, max_speed), z = clamp(new_vel.z, -max_speed, max_speed)} - new_vel = vector.multiply(new_vel, dtime * 30) + -- new_vel = vector.multiply(new_vel, dtime * 30) -- slow the player down so less spongy movement by applying half the inverse vel -- NOTE: do not set this higher than about 0.7 or the game will get the wrong vel and it will be broken -- 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 * dtime * 30) + player_vel = vector.multiply(player_vel, -0.1) new_vel = vector.add(new_vel, player_vel) - new_vel.y = new_vel.y - (200 / math.max(speed_mult, 2)) * dtime + new_vel.y = new_vel.y - (100 / math.max(speed_mult, 1)) * dtime new_vel.y = new_vel.y - fall_speed * dtime player:add_velocity(new_vel) else