Move holding code into mcl_playerplus
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@ -96,6 +96,8 @@ minetest.register_globalstep(function(dtime)
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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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local wielded = player:get_wielded_item()
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-- controls 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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@ -107,13 +109,21 @@ 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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-- controls right and left arms pitch when shooting a bow or punching
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-- controls right and left arms pitch when shooting a bow
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if string.find(player:get_wielded_item():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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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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minetest.chat_send_all("entered 1")
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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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elseif controls.LMB and player:get_attach() == nil then
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elseif controls.LMB and player:get_attach() == nil then
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minetest.chat_send_all("entered 2")
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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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elseif wielded:get_name() ~= "" then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0))
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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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-- resets arms pitch
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else
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else
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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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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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@ -114,16 +114,10 @@ minetest.register_entity("wieldview:wieldnode", {
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-- wield item as cubic
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-- wield item as cubic
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if armor.textures[self.wielder].wielditem == "blank.png" then
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if armor.textures[self.wielder].wielditem == "blank.png" then
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self.object:set_properties({textures = {itemstring}})
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self.object:set_properties({textures = {itemstring}})
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else -- displayed item as flat
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else -- wield item as flat
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self.object:set_properties({textures = {""}})
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self.object:set_properties({textures = {""}})
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end
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end
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if itemstring == "" then -- holding item
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player:set_bone_position("Arm_Right", vector.new(0, 0, 0), vector.new(0, 0, 0))
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else -- empty hands
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player:set_bone_position("Arm_Right", vector.new(0, 0, 0), vector.new(20, 0, 0))
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end
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self.itemstring = itemstring
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self.itemstring = itemstring
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end
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end
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else
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else
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