Integrate no fall damage in water & end portal
parent
818f33ff74
commit
50b6f03977
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@ -243,62 +243,3 @@ minetest.register_globalstep(function(dtime)
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end
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end
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end)
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-- Don't change HP if the player falls in the water or through End Portal:
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minetest.register_on_player_hpchange(function(player, hp_change, reason)
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if reason and reason.type == "fall" and player then
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local pos = player:get_pos()
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local node = minetest.get_node(pos)
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local velocity = player:get_velocity() or player:get_player_velocity() or {x=0,y=-10,z=0}
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local v_axis_max = math.max(math.abs(velocity.x), math.abs(velocity.y), math.abs(velocity.z))
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local step = {x = velocity.x / v_axis_max, y = velocity.y / v_axis_max, z = velocity.z / v_axis_max}
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for i = 1, math.ceil(v_axis_max/5)+1 do -- trace at least 1/5 of the way per second
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if not node or node.name == "ignore" then
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minetest.get_voxel_manip():read_from_map(pos, pos)
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node = minetest.get_node(pos)
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end
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if node then
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if minetest.registered_nodes[node.name].walkable then
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return hp_change
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end
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if minetest.get_item_group(node.name, "water") ~= 0 then
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return 0
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end
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if node.name == "mcl_portals:portal_end" then
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if mcl_portals and mcl_portals.end_teleport then
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mcl_portals.end_teleport(player)
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end
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return 0
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end
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end
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pos = vector.add(pos, step)
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node = minetest.get_node(pos)
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end
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end
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return hp_change
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end, true)
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minetest.register_on_respawnplayer(function(player)
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local pos = player:get_pos()
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minetest.add_particlespawner({
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amount = 50,
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time = 0.001,
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minpos = vector.add(pos, 0),
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maxpos = vector.add(pos, 0),
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minvel = vector.new(-5,-5,-5),
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maxvel = vector.new(5,5,5),
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minexptime = 1.1,
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maxexptime = 1.5,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
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})
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minetest.sound_play("mcl_mobs_mob_poof", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 8,
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}, true)
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end)
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@ -497,3 +497,61 @@ minetest.register_on_leaveplayer(function(player)
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mcl_playerplus_internal[name] = nil
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mcl_playerplus.elytra[player] = nil
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end)
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-- Don't change HP if the player falls in the water or through End Portal:
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mcl_damage.register_modifier(function(obj, damage, reason)
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if reason.type == "fall" then
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local pos = obj:get_pos()
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local node = minetest.get_node(pos)
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local velocity = obj:get_velocity() or obj:get_player_velocity() or {x=0,y=-10,z=0}
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local v_axis_max = math.max(math.abs(velocity.x), math.abs(velocity.y), math.abs(velocity.z))
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local step = {x = velocity.x / v_axis_max, y = velocity.y / v_axis_max, z = velocity.z / v_axis_max}
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for i = 1, math.ceil(v_axis_max/5)+1 do -- trace at least 1/5 of the way per second
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if not node or node.name == "ignore" then
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minetest.get_voxel_manip():read_from_map(pos, pos)
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node = minetest.get_node(pos)
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end
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if node then
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if minetest.registered_nodes[node.name].walkable then
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return
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end
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if minetest.get_item_group(node.name, "water") ~= 0 then
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return 0
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end
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if node.name == "mcl_portals:portal_end" then
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if mcl_portals and mcl_portals.end_teleport then
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mcl_portals.end_teleport(obj)
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end
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return 0
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end
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end
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pos = vector.add(pos, step)
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node = minetest.get_node(pos)
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end
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end
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end, -200)
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minetest.register_on_respawnplayer(function(player)
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local pos = player:get_pos()
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minetest.add_particlespawner({
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amount = 50,
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time = 0.001,
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minpos = vector.add(pos, 0),
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maxpos = vector.add(pos, 0),
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minvel = vector.new(-5,-5,-5),
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maxvel = vector.new(5,5,5),
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minexptime = 1.1,
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maxexptime = 1.5,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
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})
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minetest.sound_play("mcl_mobs_mob_poof", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 8,
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}, true)
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end)
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@ -1,5 +1,5 @@
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name = mcl_playerplus
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author = TenPlus1
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description = Adds some simple player-related gameplay effects: Hurt by touching a cactus, suffocation and more.
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depends = mcl_init, mcl_core, mcl_particles, mcl_hunger, mcl_death_messages, playerphysics, mcl_playerinfo, mcl_weather, mcl_spawn, mcl_enchanting
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depends = mcl_init, mcl_core, mcl_particles, mcl_hunger, mcl_death_messages, playerphysics, mcl_playerinfo, mcl_weather, mcl_spawn, mcl_enchanting, mcl_damage
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