more accurate physics again, prevent slow servers having slower flight
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@ -227,12 +227,12 @@ local function clamp(num, min, max)
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end
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local elytra_vars = {
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slowdown_mult = 0.05, -- amount of vel to take per sec
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fall_speed = 0.3, -- amount of vel to fall down per sec
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speedup_mult = 2, -- amount of speed to add based on look dir
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max_speed = 30, -- max amount to multiply against look direction when flying
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slowdown_mult = 0.0, -- amount of vel to take per sec
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fall_speed = 0.2, -- amount of vel to fall down per sec
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speedup_mult = 4, -- amount of speed to add based on look dir
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max_speed = 6, -- max amount to multiply against look direction when flying
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pitch_penalty = 1.3, -- if pitching up, slow down at this rate as a multiplier
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rocket_speed = 5,
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rocket_speed = 5.5,
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}
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@ -316,7 +316,7 @@ minetest.register_globalstep(function(dtime)
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if direction_mult < 0 then direction_mult = direction_mult * elytra_vars.pitch_penalty end
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local speed_mult = elytra.speed + direction_mult * elytra_vars.speedup_mult * dtime
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speed_mult = speed_mult - elytra_vars.slowdown_mult * dtime -- slow down
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speed_mult = speed_mult - elytra_vars.slowdown_mult * clamp(dtime, 0.09, 0.2) -- slow down but don't overdo it
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speed_mult = clamp(speed_mult, -elytra_vars.max_speed, elytra_vars.max_speed)
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if turn_amount > 0.3 and math.abs(direction.y) < 0.98 then -- don't do this if looking straight up / down
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speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*8)))
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@ -344,7 +344,7 @@ minetest.register_globalstep(function(dtime)
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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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local new_vel = vector.multiply(direction, speed_mult) -- use the look dir and speed as a mult
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local new_vel = vector.multiply(direction, speed_mult * dtime * 30) -- use the look dir and speed as a mult
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-- new_vel.y = new_vel.y - elytra_vars.fall_speed * dtime -- make the player fall a set amount
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-- slow the player down so less spongy movement by applying some of the inverse velocity
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