Fix Swim toggling
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@ -158,10 +158,8 @@ minetest.register_globalstep(function(dtime)
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-- ask if player should be crawling
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local block_in_head = minetest.registered_nodes[mcl_playerinfo[name].node_head]
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-- ask if player is swiming
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-- ask if player is swiming
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local standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0
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local head_in_water = minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0
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-- ask if player is sprinting
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-- ask if player is sprinting
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local is_sprinting = mcl_sprint.is_sprinting(name)
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local is_sprinting = mcl_sprint.is_sprinting(name)
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@ -173,32 +171,32 @@ minetest.register_globalstep(function(dtime)
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player_anim[name] = nil
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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player_sneak[name] = controls.sneak
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end
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end
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if controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true or block_in_head.walkable and controls.LMB then
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if controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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elseif not controls.sneak and standing_on_water and is_sprinting == true or block_in_head.walkable then
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_walk", animation_speed_mod)
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player_set_animation(player, "swim_walk", animation_speed_mod)
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elseif is_sprinting == true and controls.LMB and not controls.sneak and not standing_on_water then
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elseif is_sprinting == true and controls.LMB and not controls.sneak and not head_in_water then
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player_set_animation(player, "run_walk_mine", animation_speed_mod)
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player_set_animation(player, "run_walk_mine", animation_speed_mod)
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elseif controls.LMB and not controls.sneak then
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elseif controls.LMB and not controls.sneak then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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player_set_animation(player, "walk_mine", animation_speed_mod)
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elseif controls.LMB and controls.sneak and is_sprinting ~= true then
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elseif controls.LMB and controls.sneak and is_sprinting ~= true then
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player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
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player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
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elseif is_sprinting == true and not controls.sneak and not standing_on_water then
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elseif is_sprinting == true and not controls.sneak and not head_in_water then
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player_set_animation(player, "run_walk", animation_speed_mod)
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player_set_animation(player, "run_walk", animation_speed_mod)
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elseif controls.sneak and not controls.LMB then
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elseif controls.sneak and not controls.LMB then
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player_set_animation(player, "sneak_walk", animation_speed_mod)
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player_set_animation(player, "sneak_walk", animation_speed_mod)
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else
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else
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player_set_animation(player, "walk", animation_speed_mod)
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player_set_animation(player, "walk", animation_speed_mod)
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end
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end
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elseif controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true or controls.LMB and block_in_head.walkable then
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elseif controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_mine")
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player_set_animation(player, "swim_mine")
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elseif not controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true then
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elseif not controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_stand")
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player_set_animation(player, "swim_stand")
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elseif controls.LMB and not controls.sneak then
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elseif controls.LMB and not controls.sneak then
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player_set_animation(player, "mine")
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player_set_animation(player, "mine")
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elseif controls.LMB and controls.sneak then
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elseif controls.LMB and controls.sneak then
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player_set_animation(player, "sneak_mine")
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player_set_animation(player, "sneak_mine")
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elseif not controls.sneak and standing_on_water and is_sprinting == true then
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_stand", animation_speed_mod)
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player_set_animation(player, "swim_stand", animation_speed_mod)
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elseif not controls.sneak then
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elseif not controls.sneak then
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player_set_animation(player, "stand", animation_speed_mod)
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player_set_animation(player, "stand", animation_speed_mod)
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@ -42,9 +42,6 @@ minetest.register_globalstep(function(dtime)
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player_vel_yaw = degrees(minetest.dir_to_yaw(player_velocity))
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player_vel_yaw = degrees(minetest.dir_to_yaw(player_velocity))
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end
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end
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local node_in_head = minetest.registered_nodes[mcl_playerinfo[name].node_head]
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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 or punching
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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(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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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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@ -64,7 +61,7 @@ minetest.register_globalstep(function(dtime)
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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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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 minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true or node_in_head and node_in_head.walkable then
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elseif minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.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)),yaw - player_vel_yaw * -1,0))
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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)),yaw - player_vel_yaw * -1,0))
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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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