Adjust "flying" vector checks for mobs

This commit is contained in:
jordan4ibanez 2021-04-17 12:01:27 -04:00
parent dda7839d8c
commit 5365dec19a
2 changed files with 6 additions and 7 deletions

View File

@ -205,18 +205,13 @@ end
--this is to swap the built in engine acceleration modifier
local fly_physics_swapper = function(self,inside_fly_node)
--push non-existing physics switch to new mobs
self.fly_physics_switch = self.fly_physics_switch or not inside_fly_node
--should be flying, gravity is applied, switch to floating
if inside_fly_node and not self.fly_physics_switch then
if inside_fly_node and self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
self.fly_physics_switch = true
--not be flying, gravity isn't applied, switch to falling
elseif not inside_fly_node and self.fly_physics_switch then
elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
self.pitch = 0
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.fly_physics_switch = false
end
end

View File

@ -111,6 +111,10 @@ mobs.set_fly_velocity = function(self, v)
local yaw = (self.yaw or 0)
local pitch = (self.pitch or 0)
if v == 0 then
pitch = 0
end
local current_velocity = self.object:get_velocity()
local goal_velocity = {