forked from VoxeLibre/VoxeLibre
Merge (latest playerplus)
This commit is contained in:
commit
7ba50bb548
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@ -1,8 +1,5 @@
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local S = minetest.get_translator("mcl_playerplus")
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local S = minetest.get_translator("mcl_playerplus")
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local elytra = {}
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local node_stand_return = ":air"
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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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@ -35,8 +32,8 @@ local player_collision = function(player)
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for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
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for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
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if object and (object:is_player()
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if object:is_player()
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or (object:get_luaentity()._cmi_is_mob == true and object ~= player)) then
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or (object:get_luaentity()._cmi_is_mob == true and object ~= player) then
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local pos2 = object:get_pos()
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local pos2 = object:get_pos()
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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@ -49,7 +46,7 @@ local player_collision = function(player)
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end
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end
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end
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end
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return({x,z})
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return({x * 5,z * 5})
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end
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end
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-- converts yaw to degrees
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-- converts yaw to degrees
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@ -122,44 +119,13 @@ end
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local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
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local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
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minetest.register_on_punchplayer(function(player, hitter, damage)
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if hitter:is_player() then
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if hitter:get_player_control().aux1 then
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player:add_velocity(hitter:get_velocity())
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end
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if hitter:get_velocity().y < -6 then
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player:set_hp(player:get_hp() - (damage * math.random(0.50 , 0.75)))
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local pos = player:get_pos()
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minetest.add_particlespawner({
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amount = 15,
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time = 0.1,
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minpos = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z-0.5},
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maxpos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5},
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minvel = {x=-0.1, y=-0.1, z=-0.1},
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maxvel = {x=0.1, y=0.1, z=0.1},
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minacc = {x=0, y=0, z=0},
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maxacc = {x=0, y=0, z=0},
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minexptime = 1,
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maxexptime = 2,
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minsize = 1.5,
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maxsize = 1.5,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
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})
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end
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end
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end)
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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time = time + dtime
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for _,player in pairs(get_connected_players()) do
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for _,player in pairs(get_connected_players()) do
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local c_x, c_y = unpack(player_collision(player))
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c_x, c_y = unpack(player_collision(player))
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if player:get_velocity().x + player:get_velocity().y < .5 and c_x + c_y > 0 then
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if player:get_velocity().x + player:get_velocity().y < .5 and c_x + c_y > 0 then
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--minetest.chat_send_player(player:get_player_name(), "pushed at " .. c_x + c_y .. " parsecs.")
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--minetest.chat_send_player(player:get_player_name(), "pushed at " .. c_x + c_y .. " parsecs.")
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@ -175,14 +141,14 @@ minetest.register_globalstep(function(dtime)
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]]--
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]]--
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local control = player:get_player_control()
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local controls = player:get_player_control()
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local name = player:get_player_name()
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local name = player:get_player_name()
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local meta = player:get_meta()
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local meta = player:get_meta()
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local parent = player:get_attach()
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local parent = player:get_attach()
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local wielded = player:get_wielded_item()
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local wielded = player:get_wielded_item()
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local player_velocity = player:get_velocity() or player:get_player_velocity()
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local player_velocity = player:get_velocity() or player:get_player_velocity()
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-- control head bone
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-- controls head bone
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local pitch = - degrees(player:get_look_vertical())
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local pitch = - degrees(player:get_look_vertical())
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local yaw = degrees(player:get_look_horizontal())
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local yaw = degrees(player:get_look_horizontal())
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@ -193,55 +159,12 @@ minetest.register_globalstep(function(dtime)
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player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw)
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player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw)
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player_vel_yaws[name] = player_vel_yaw
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player_vel_yaws[name] = player_vel_yaw
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if minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.5, z=player:get_pos().z}) then
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node_stand_return = minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.5, z=player:get_pos().z}).name
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else
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minetest.log("action", "somehow player got of loaded areas")
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end
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controls.register_on_press(function(player, key)
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if key~="jump" then return end
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if player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and player_velocity.y < -6 and elytra[player] ~= true then
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elytra[player] = true
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end
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end)
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if elytra[player] == true and node_stand_return ~= "air" or elytra[player] == true and player:get_inventory():get_stack("armor", 3):get_name() ~= "mcl_armor:elytra" or player:get_attach() ~= nil then
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elytra[player] = false
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end
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--[[
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if player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and player_velocity.y < -6 and elytra[player] ~= true and is_sprinting(name) then
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elytra[player] = true
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elseif elytra[player] == true and node_stand_return ~= "air" or elytra[player] == true and player:get_inventory():get_stack("armor", 3):get_name() ~= "mcl_armor:elytra" or player:get_attach() ~= nil then
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elytra[player] = false
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end]]
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if elytra[player] == true then
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mcl_player.player_set_animation(player, "fly")
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playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1)
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if player_velocity.y < -1.5 then
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player:add_velocity({x=0, y=0.17, z=0})
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end
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if math.abs(player_velocity.x) + math.abs(player_velocity.z) < 20 then
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local dir = minetest.yaw_to_dir(player:get_look_horizontal())
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local pitch = 1 * player:get_look_vertical() * -.1
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player:add_velocity({x=dir.x, y=pitch, z=dir.z})
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end
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if control.sneak then
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if player_velocity.y > -5 then
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player:add_velocity({x=0, y=-2, z=0})
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end
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end
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else
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playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
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end
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-- controls right and left arms pitch when shooting a bow
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-- controls right and left arms pitch when shooting a bow
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if string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB and not control.LMB and not control.up and not control.down and not control.left and not control.right then
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if string.find(wielded:get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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-- when punching
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-- when punching
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elseif control.LMB and not parent then
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elseif controls.LMB and not parent then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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-- when holding an item.
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-- when holding an item.
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@ -254,35 +177,28 @@ minetest.register_globalstep(function(dtime)
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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end
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end
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if elytra[player] == true then
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if parent then
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-- set head pitch and yaw when swimming
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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-- control body bone when swimming
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
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elseif parent then
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local parent_yaw = degrees(parent:get_yaw())
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local parent_yaw = degrees(parent:get_yaw())
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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elseif control.sneak then
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elseif controls.sneak then
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-- controls head pitch when sneaking
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-- controls head pitch when sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
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-- sets eye height, and nametag color accordingly
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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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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-- sneaking body conrols
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-- sneaking body conrols
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
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-- set head pitch and yaw when swimming
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-- set head pitch and yaw when swimming
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
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-- sets eye height, and nametag color accordingly
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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-- control body bone when swimming
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-- control body bone when swimming
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
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else
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else
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-- sets eye height, and nametag color accordingly
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
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@ -295,7 +211,7 @@ minetest.register_globalstep(function(dtime)
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mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
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mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
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end
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end
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if control.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
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if controls.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
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pos = player:get_pos()
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pos = player:get_pos()
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