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