Make player head anim while attached more flexible

This commit is contained in:
epCode 2021-02-19 14:07:36 -08:00
parent af89b95316
commit ecb70aaf55

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@ -25,6 +25,7 @@ minetest.register_globalstep(function(dtime)
-- controls head bone
local pitch = degrees(player:get_look_vertical()) * -1
local yaw = degrees(player:get_look_horizontal()) * -1
-- controls right and left arms pitch when shooting a bow or punching
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
@ -50,11 +51,16 @@ minetest.register_globalstep(function(dtime)
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
else
elseif player:get_attach() == nil then
-- controls head pitch when not sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
else
local attached = player:get_attach(parent)
local attached_yaw = degrees(attached:get_yaw())
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw + attached_yaw,0))
end
if mcl_playerplus_internal[name].jump_cooldown > 0 then