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water_dark
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2c38877225 | |
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ef0565ccc9 | |
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3c7fa0be05 | |
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b76757b857 |
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@ -50,7 +50,7 @@ minetest.register_node("mcl_core:water_flowing", {
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liquid_viscosity = WATER_VISC,
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liquid_viscosity = WATER_VISC,
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liquid_range = 7,
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liquid_range = 7,
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waving = 3,
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waving = 3,
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post_effect_color = {a=20, r=0x03, g=0x3C, b=0x5C},
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post_effect_color = {a=60, r=0x03, g=0x3C, b=0x5C},
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groups = { water=3, liquid=3, puts_out_fire=1, not_in_creative_inventory=1, freezes=1, melt_around=1, dig_by_piston=1},
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groups = { water=3, liquid=3, puts_out_fire=1, not_in_creative_inventory=1, freezes=1, melt_around=1, dig_by_piston=1},
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_mcl_blast_resistance = 100,
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_mcl_blast_resistance = 100,
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-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
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-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
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@ -3,8 +3,6 @@ mcl_playerplus = {
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is_pressing_jump = {},
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is_pressing_jump = {},
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}
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}
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local hud_water = {}
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local get_connected_players = minetest.get_connected_players
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local get_connected_players = minetest.get_connected_players
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local dir_to_yaw = minetest.dir_to_yaw
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local dir_to_yaw = minetest.dir_to_yaw
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local get_item_group = minetest.get_item_group
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local get_item_group = minetest.get_item_group
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@ -27,26 +25,6 @@ local mcl_playerplus_internal = {}
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local time = 0
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local time = 0
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local look_pitch = 0
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local look_pitch = 0
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local function calculate_water_depth(pos)
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for i=1, 50 do
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if get_item_group(minetest.get_node(vector.new(pos.x,pos.y+i,pos.z)).name, "water") == 0 then
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return i
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end
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end
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return 50
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end
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local function remove_water_hud(player)
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if hud_water[player] then
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mcl_weather.skycolor.update_sky_color()
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for i=1, #hud_water[player] do
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player:hud_remove(hud_water[player][i])
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end
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hud_water[player] = nil
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end
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end
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local function player_collision(player)
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local function player_collision(player)
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local pos = player:get_pos()
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local pos = player:get_pos()
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@ -417,23 +395,13 @@ minetest.register_globalstep(function(dtime)
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set_bone_pos(player,"Body_Control", nil, vector.new(0, -player_vel_yaw + yaw, 0))
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set_bone_pos(player,"Body_Control", nil, vector.new(0, -player_vel_yaw + yaw, 0))
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end
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end
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if get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 then
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local underwater
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if not hud_water[player] or hud_water[player] and calculate_water_depth(player:get_pos()) ~= #hud_water[player] then
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if get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and underwater ~= true then
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remove_water_hud(player)
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mcl_weather.skycolor.update_sky_color()
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hud_water[player] = {}
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local underwater = true
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for i=1, calculate_water_depth(player:get_pos()) do
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") == 0 and underwater == true then
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table.insert(hud_water[player], player:hud_add({
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mcl_weather.skycolor.update_sky_color()
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hud_elem_type = "image",
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local underwater = false
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text = "mcl_playerplus_water.png",
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position = {x = 0.5, y = 0.5},
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scale = {x = 32, y = 16},
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offset = {x = 0, y = 0},
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z_index = -1002,
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}))
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end
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end
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else
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remove_water_hud(player)
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end
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end
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elytra.last_yaw = player:get_look_horizontal()
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elytra.last_yaw = player:get_look_horizontal()
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