Make mobs slide less, and fix ageold jump dilema
parent
2e2f56122d
commit
1f5247df06
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@ -355,9 +355,11 @@ function mob_class:do_jump()
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jump_c_multiplier = v2/self.walk_velocity/2
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jump_c_multiplier = v2/self.walk_velocity/2
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end
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end
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local yaw_dir = minetest.yaw_to_dir(self.object:get_yaw())
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-- where is front
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-- where is front
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.z
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-- what is in front of mob?
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-- what is in front of mob?
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nod = node_ok({
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nod = node_ok({
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@ -184,7 +184,7 @@ function mob_class:collision()
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end
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end
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function mob_class:check_death_and_slow_mob()
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function mob_class:check_death_and_slow_mob()
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local d = 0.85
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local d = 0.7
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local dying = self:check_dying()
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local dying = self:check_dying()
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if dying then d = 0.92 end
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if dying then d = 0.92 end
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@ -217,7 +217,7 @@ function mob_class:set_velocity(v)
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local vv = self.object:get_velocity()
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local vv = self.object:get_velocity()
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if vv and yaw then
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if vv and yaw then
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self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .27, 0, ((math.cos(yaw) * v) + c_y) * .27)
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self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .4, 0, ((math.cos(yaw) * v) + c_y) * .4)
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end
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end
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end
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end
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@ -327,9 +327,9 @@ function mob_class:set_yaw(yaw, delay, dtime)
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end
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end
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if math.deg(yaw) > 360 then
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if math.deg(yaw) > 360 then
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yaw=yaw%360
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yaw=math.rad(math.deg(yaw)%360)
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elseif math.deg(yaw) < 0 then
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elseif math.deg(yaw) < 0 then
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yaw=((360*5)-yaw)%360
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yaw=math.rad(((360*5)-math.deg(yaw))%360)
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end
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end
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--calculate the shortest way to turn to find our target
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--calculate the shortest way to turn to find our target
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@ -353,7 +353,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
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ddtime = dtime
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ddtime = dtime
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end
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end
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if math.abs(target_shortest_path_nums) > 5 then
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if math.abs(target_shortest_path_nums) > 10 then
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self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
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self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
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if self.acc then
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if self.acc then
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self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
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self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
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