use dtime
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5c085bd28f
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@ -314,8 +314,8 @@ minetest.register_globalstep(function(dtime)
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speed_mult = speed_mult - slowdown_mult * dtime -- slow down
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speed_mult = math.max(speed_mult, -1)
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speed_mult = math.min(speed_mult, max_speed)
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if turn_amount > 0.1 then
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speed_mult = speed_mult - (speed_mult * turn_amount / (math.pi*3))
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if turn_amount > 0.3 then
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speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*3)))
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end
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elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
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@ -342,11 +342,12 @@ minetest.register_globalstep(function(dtime)
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end
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end
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new_vel = vector.multiply(new_vel, speed_mult * dtime * 30)
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new_vel = vector.multiply(new_vel, speed_mult)
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new_vel = {
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x = clamp(new_vel.x, -max_speed, max_speed),
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y = clamp(new_vel.y, -max_speed, max_speed),
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z = clamp(new_vel.z, -max_speed, max_speed)}
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new_vel = vector.multiply(new_vel, dtime * 30)
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-- slow the player down so less spongy movement by applying half the inverse vel
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-- NOTE: do not set this higher than about 0.7 or the game will get the wrong vel and it will be broken
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@ -697,6 +698,9 @@ end)
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-- Don't change HP if the player falls in the water or through End Portal:
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mcl_damage.register_modifier(function(obj, damage, reason)
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if reason.type == "fall" then
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if minetest.is_creative_enabled(obj:get_player_name()) then
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return 0
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end
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local pos = obj:get_pos()
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local node = minetest.get_node(pos)
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local velocity = obj:get_velocity() or obj:get_player_velocity() or {x=0,y=-10,z=0}
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