Make vertical pvp knockback floatiness reduction include moving hits
parent
0a8874ecad
commit
8612350fa7
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@ -287,11 +287,11 @@ function minetest.calculate_knockback(player, hitter, time_from_last_punch, tool
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knockback = knockback + 3.22 * enchant
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-- add vertical lift to knockback
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local v = player:get_velocity()
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local added_v = 0
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local invul = player:get_meta():get_int("mcl_damage:invulnerable")
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if v and v.y <= 0.01 and v.y >= -0.01 and invul == 0 then
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local regular_v = 6.4
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local enchant_v = 7
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local added_v = 0
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regular_v = regular_v * math.abs(dir.y - 1)
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enchant_v = enchant_v * math.abs(dir.y - 1)
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if enchant == 0 then
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@ -301,9 +301,6 @@ function minetest.calculate_knockback(player, hitter, time_from_last_punch, tool
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player:add_velocity({x = 0, y = enchant_v, z = 0})
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added_v = enchant_v
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end
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minetest.after(0.25, function()
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player:add_velocity({x = 0, y = -added_v * 0.375 , z = 0})
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end)
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-- add minimum knockback
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if knockback <= 1.5 then
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knockback = knockback + 4.875
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@ -317,6 +314,10 @@ function minetest.calculate_knockback(player, hitter, time_from_last_punch, tool
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if dir_dot > 0 and player_mag <= hitter_mag * 0.625 then
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knockback = knockback + hitter_mag * 0.6875
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end
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-- reduce floatiness
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minetest.after(0.25, function()
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player:add_velocity({x = 0, y = (v.y + added_v) * -0.375 , z = 0})
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end)
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-- remove knockback if invulnerable
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if invul > 0 then
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knockback = 0
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