Make swimming a bit smoother
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30b1d58e67
commit
98f6e05cdc
2 changed files with 11 additions and 7 deletions
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@ -156,10 +156,12 @@ minetest.register_globalstep(function(dtime)
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animation_speed_mod = animation_speed_mod / 2
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animation_speed_mod = animation_speed_mod / 2
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end
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end
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-- ask if player is in a place which he should crawl
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local node_in_feet = minetest.registered_nodes[mcl_playerinfo[name].node_feet]
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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_feet, "water") ~= 0
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local standing_on_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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@ -171,9 +173,9 @@ 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 then
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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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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 then
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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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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 standing_on_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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@ -188,8 +190,10 @@ minetest.register_globalstep(function(dtime)
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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 then
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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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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 or not controls.LMB and block_in_head.walkable then
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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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@ -45,7 +45,7 @@ minetest.register_globalstep(function(dtime)
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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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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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elseif minetest.get_item_group(mcl_playerinfo[name].node_feet, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true 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 or minetest.registered_nodes[mcl_playerinfo[name].node_head].walkable then
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-- controls head pitch when swiming
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-- controls head pitch when swiming
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
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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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