forked from VoxeLibre/VoxeLibre
Sprinting anim, MC-like Player anims, Swimming detection
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a49e144911
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@ -363,6 +363,8 @@ mcl_player.player_register_model("mcl_armor_character.b3d", {
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swim_walk_mine = {x=389, y=408},
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swim_stand = {x=434, y=434},
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swim_mine = {x=411, y=430},
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run_walk = {x=440, y=459},
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run_walk_mine = {x=461, y=480},
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},
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})
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@ -31,6 +31,8 @@ mcl_player.player_register_model("character.b3d", {
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sneak_mine = {x=346, y=366},
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sneak_walk = {x=304, y=323},
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sneak_walk_mine = {x=325, y=344},
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run_walk = {x=440, y=460},
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run_walk_mine = {x=461, y=481},
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},
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})
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@ -158,8 +160,8 @@ minetest.register_globalstep(function(dtime)
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local node_in_feet = minetest.registered_nodes[mcl_playerinfo[name].node_feet]
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-- ask if player is swiming
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local standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_feet, "water") ~= 0
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-- ask if player is sprinting
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local is_sprinting = mcl_sprint.is_sprinting(name)
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-- Apply animations based on what the player is doing
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if player:get_hp() == 0 then
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@ -169,28 +171,32 @@ minetest.register_globalstep(function(dtime)
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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end
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if controls.LMB and not controls.sneak and standing_on_water then
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if controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true then
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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elseif not controls.sneak and standing_on_water then
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elseif not controls.sneak and standing_on_water and is_sprinting == true then
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player_set_animation(player, "swim_walk", animation_speed_mod)
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elseif controls.LMB and not controls.sneak and not standing_on_water then
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elseif is_sprinting == true and controls.LMB and not controls.sneak and not standing_on_water then
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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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player_set_animation(player, "walk_mine", animation_speed_mod)
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elseif controls.LMB and controls.sneak and not standing_on_water then
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elseif controls.LMB 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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elseif not controls.sneak and not standing_on_water then
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player_set_animation(player, "walk", animation_speed_mod)
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else
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elseif is_sprinting == true and not controls.sneak and not standing_on_water then
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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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player_set_animation(player, "sneak_walk", animation_speed_mod)
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else
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player_set_animation(player, "walk", animation_speed_mod)
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end
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elseif controls.LMB and not controls.sneak and standing_on_water then
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elseif controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true then
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player_set_animation(player, "swim_mine")
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elseif controls.LMB and not controls.sneak and not standing_on_water then
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elseif controls.LMB and not controls.sneak then
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player_set_animation(player, "mine")
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elseif controls.LMB and controls.sneak then
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player_set_animation(player, "sneak_mine")
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elseif not controls.sneak and standing_on_water then
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elseif not controls.sneak and standing_on_water and is_sprinting == true then
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player_set_animation(player, "swim_stand", animation_speed_mod)
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elseif not controls.sneak and not standing_on_water then
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elseif not controls.sneak then
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player_set_animation(player, "stand", animation_speed_mod)
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else
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player_set_animation(player, "sneak_stand", animation_speed_mod)
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@ -44,7 +44,7 @@ minetest.register_globalstep(function(dtime)
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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elseif minetest.get_item_group(mcl_playerinfo[name].node_feet, "water") ~= 0 and player:get_attach() == nil then
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elseif minetest.get_item_group(mcl_playerinfo[name].node_feet, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true then
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-- controls head pitch when swiming
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
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-- sets eye height, and nametag color accordingly
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