add node_head_top to check to make sure you won't clip through blocks before going out of swim / fly mode
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@ -33,11 +33,14 @@ local function get_player_nodes(player_pos)
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work_pos.y = work_pos.y + 1.5 -- head level
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work_pos.y = work_pos.y + 1.5 -- head level
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local node_head = node_ok(work_pos)
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local node_head = node_ok(work_pos)
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work_pos.y = work_pos.y + 0.5 -- top of head level, at collision box height
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local node_head_top = node_ok(work_pos)
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work_pos.y = work_pos.y - 0.5
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work_pos.y = work_pos.y - 1.2 -- feet level
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work_pos.y = work_pos.y - 1.2 -- feet level
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local node_feet = node_ok(work_pos)
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local node_feet = node_ok(work_pos)
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return node_stand, node_stand_below, node_head, node_feet
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return node_stand, node_stand_below, node_head, node_feet, node_head_top
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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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@ -62,11 +65,12 @@ minetest.register_globalstep(function(dtime)
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local pos = player:get_pos()
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local pos = player:get_pos()
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-- what is around me?
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-- what is around me?
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local node_stand, node_stand_below, node_head, node_feet = get_player_nodes(pos)
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local node_stand, node_stand_below, node_head, node_feet, node_head_top = get_player_nodes(pos)
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mcl_playerinfo[name].node_stand = node_stand
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mcl_playerinfo[name].node_stand = node_stand
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mcl_playerinfo[name].node_stand_below = node_stand_below
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mcl_playerinfo[name].node_stand_below = node_stand_below
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mcl_playerinfo[name].node_head = node_head
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mcl_playerinfo[name].node_head = node_head
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mcl_playerinfo[name].node_feet = node_feet
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mcl_playerinfo[name].node_feet = node_feet
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mcl_playerinfo[name].node_head_top = node_head_top
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end
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end
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@ -81,6 +85,7 @@ minetest.register_on_joinplayer(function(player)
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node_feet = "",
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node_feet = "",
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node_stand = "",
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node_stand = "",
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node_stand_below = "",
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node_stand_below = "",
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node_head_top = "",
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}
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}
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end)
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end)
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@ -118,7 +118,7 @@ function limit_vel_yaw(player_vel_yaw, yaw)
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return player_vel_yaw
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return player_vel_yaw
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end
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end
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local node_stand, node_stand_below, node_head, node_feet
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local node_stand, node_stand_below, node_head, node_feet, node_head_top
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local is_swimming
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local is_swimming
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-- This following part is 2 wrapper functions for player:set_bones
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-- This following part is 2 wrapper functions for player:set_bones
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@ -377,7 +377,10 @@ minetest.register_globalstep(function(dtime)
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, 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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set_bone_position_conditional(player,"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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set_bone_position_conditional(player,"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 mcl_playerinfo[name].node_head == "air" or get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 then
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elseif (mcl_playerinfo[name].node_head_top == "air" -- make sure the collision box is not going to clip through the ceiling
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or get_item_group(mcl_playerinfo[name].node_head_top, "water") ~= 0)
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and (mcl_playerinfo[name].node_head == "air"
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or get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0) then
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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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is_swimming = false
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is_swimming = false
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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@ -401,13 +404,15 @@ minetest.register_globalstep(function(dtime)
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node_stand_below = mcl_playerinfo[name].node_stand_below
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node_stand_below = mcl_playerinfo[name].node_stand_below
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node_head = mcl_playerinfo[name].node_head
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node_head = mcl_playerinfo[name].node_head
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node_feet = mcl_playerinfo[name].node_feet
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node_feet = mcl_playerinfo[name].node_feet
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node_head_top = mcl_playerinfo[name].node_head_top
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if not node_stand or not node_stand_below or not node_head or not node_feet then
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if not node_stand or not node_stand_below or not node_head or not node_feet then
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return
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return
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end
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end
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if (not minetest.registered_nodes[node_stand]
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if (not minetest.registered_nodes[node_stand]
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or not minetest.registered_nodes[node_stand_below]
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or not minetest.registered_nodes[node_stand_below]
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or not minetest.registered_nodes[node_head]
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or not minetest.registered_nodes[node_head]
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or not minetest.registered_nodes[node_feet]) then
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or not minetest.registered_nodes[node_feet]
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or not minetest.registered_nodes[node_head_top]) then
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return
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return
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end
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end
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@ -466,7 +471,8 @@ minetest.register_globalstep(function(dtime)
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local node_stand_below = mcl_playerinfo[name].node_stand_below
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local node_stand_below = mcl_playerinfo[name].node_stand_below
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local node_head = mcl_playerinfo[name].node_head
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local node_head = mcl_playerinfo[name].node_head
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local node_feet = mcl_playerinfo[name].node_feet
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local node_feet = mcl_playerinfo[name].node_feet
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if not node_stand or not node_stand_below or not node_head or not node_feet then
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local node_head_top = mcl_playerinfo[name].node_head_top
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if not node_stand or not node_stand_below or not node_head or not node_feet or not node_head_top then
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return
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return
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end
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end
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