Fix a problem with smooth turning
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306db6b609
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@ -406,27 +406,25 @@ end
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-- set and return valid yaw
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-- set and return valid yaw
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local set_yaw = function(self, yaw, delay, dtime)
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local set_yaw = function(self, yaw, delay, dtime)
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if self.noyaw then return end
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if self.noyaw then return end
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if self._kb_turn then
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self._turn_to = yaw
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self._turn_to = yaw
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end
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--clamp our yaw to a 360 range
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--clamp our yaw to a 360 range
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if math.deg(self.object:get_yaw()) > 360 then
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if math.deg(self.object:get_yaw()) > 360 then
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self.object:set_yaw(math.rad(10))
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self.object:set_yaw(math.rad(1))
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elseif math.deg(self.object:get_yaw()) < 0 then
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elseif math.deg(self.object:get_yaw()) < 0 then
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self.object:set_yaw(math.rad(350))
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self.object:set_yaw(math.rad(359))
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end
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end
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--calculate the shortest way to turn to find our target
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--calculate the shortest way to turn to find our target
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local target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), yaw, true)
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local target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), yaw, true)
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--turn in the shortest path possible toward our target. if we are attacking, don't dance.
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--turn in the shortest path possible toward our target. if we are attacking, don't dance.
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if math.abs(target_shortest_path) > 100 and (self.attack and self.attack:get_pos() or self.following and self.following:get_pos()) then
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if (math.abs(target_shortest_path) > 50 and not self._kb_turn) and (self.attack and self.attack:get_pos() or self.following and self.following:get_pos()) then
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if self.following then
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if self.following then
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target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), true)
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target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), true)
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else
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else
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@ -3629,7 +3627,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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elseif luaentity and luaentity._knockback then
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elseif luaentity and luaentity._knockback then
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kb = kb + luaentity._knockback
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kb = kb + luaentity._knockback
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end
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end
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--self._kb_turn = false
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self._kb_turn = true
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self._turn_to=self.object:get_yaw()-1.57
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self._turn_to=self.object:get_yaw()-1.57
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self.frame_speed_multiplier=2.3
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self.frame_speed_multiplier=2.3
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if self.animation.run_end then
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if self.animation.run_end then
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@ -3640,7 +3638,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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minetest.after(0.2, function()
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minetest.after(0.2, function()
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if self and self.object then
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if self and self.object then
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self.frame_speed_multiplier=1
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self.frame_speed_multiplier=1
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self._kb_turn = true
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self._kb_turn = false
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end
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end
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end)
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end)
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self.object:add_velocity({
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self.object:add_velocity({
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