1
0
Fork 0

Fix Swim toggling

objects
epCode 2021-02-25 12:06:24 -08:00
parent d4401a6c3e
commit 8c1444a1a8
2 changed files with 9 additions and 14 deletions

View File

@ -158,10 +158,8 @@ minetest.register_globalstep(function(dtime)
-- ask if player should be crawling
local block_in_head = minetest.registered_nodes[mcl_playerinfo[name].node_head]
-- ask if player is swiming -- ask if player is swiming
local standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 local head_in_water = minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0
-- ask if player is sprinting -- ask if player is sprinting
local is_sprinting = mcl_sprint.is_sprinting(name) local is_sprinting = mcl_sprint.is_sprinting(name)
@ -173,32 +171,32 @@ minetest.register_globalstep(function(dtime)
player_anim[name] = nil player_anim[name] = nil
player_sneak[name] = controls.sneak player_sneak[name] = controls.sneak
end end
if controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true or block_in_head.walkable and controls.LMB then if controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then
player_set_animation(player, "swim_walk_mine", animation_speed_mod) player_set_animation(player, "swim_walk_mine", animation_speed_mod)
elseif not controls.sneak and standing_on_water and is_sprinting == true or block_in_head.walkable then elseif not controls.sneak and head_in_water and is_sprinting == true then
player_set_animation(player, "swim_walk", animation_speed_mod) player_set_animation(player, "swim_walk", animation_speed_mod)
elseif is_sprinting == true and controls.LMB and not controls.sneak and not standing_on_water then elseif is_sprinting == true and controls.LMB and not controls.sneak and not head_in_water then
player_set_animation(player, "run_walk_mine", animation_speed_mod) player_set_animation(player, "run_walk_mine", animation_speed_mod)
elseif controls.LMB and not controls.sneak then elseif controls.LMB and not controls.sneak then
player_set_animation(player, "walk_mine", animation_speed_mod) player_set_animation(player, "walk_mine", animation_speed_mod)
elseif controls.LMB and controls.sneak and is_sprinting ~= true then elseif controls.LMB and controls.sneak and is_sprinting ~= true then
player_set_animation(player, "sneak_walk_mine", animation_speed_mod) player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
elseif is_sprinting == true and not controls.sneak and not standing_on_water then elseif is_sprinting == true and not controls.sneak and not head_in_water then
player_set_animation(player, "run_walk", animation_speed_mod) player_set_animation(player, "run_walk", animation_speed_mod)
elseif controls.sneak and not controls.LMB then elseif controls.sneak and not controls.LMB then
player_set_animation(player, "sneak_walk", animation_speed_mod) player_set_animation(player, "sneak_walk", animation_speed_mod)
else else
player_set_animation(player, "walk", animation_speed_mod) player_set_animation(player, "walk", animation_speed_mod)
end end
elseif controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true or controls.LMB and block_in_head.walkable then elseif controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then
player_set_animation(player, "swim_mine") player_set_animation(player, "swim_mine")
elseif not controls.LMB and not controls.sneak and standing_on_water and is_sprinting == true then elseif not controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then
player_set_animation(player, "swim_stand") player_set_animation(player, "swim_stand")
elseif controls.LMB and not controls.sneak then elseif controls.LMB and not controls.sneak then
player_set_animation(player, "mine") player_set_animation(player, "mine")
elseif controls.LMB and controls.sneak then elseif controls.LMB and controls.sneak then
player_set_animation(player, "sneak_mine") player_set_animation(player, "sneak_mine")
elseif not controls.sneak and standing_on_water and is_sprinting == true then elseif not controls.sneak and head_in_water and is_sprinting == true then
player_set_animation(player, "swim_stand", animation_speed_mod) player_set_animation(player, "swim_stand", animation_speed_mod)
elseif not controls.sneak then elseif not controls.sneak then
player_set_animation(player, "stand", animation_speed_mod) player_set_animation(player, "stand", animation_speed_mod)

View File

@ -42,9 +42,6 @@ minetest.register_globalstep(function(dtime)
player_vel_yaw = degrees(minetest.dir_to_yaw(player_velocity)) player_vel_yaw = degrees(minetest.dir_to_yaw(player_velocity))
end end
local node_in_head = minetest.registered_nodes[mcl_playerinfo[name].node_head]
-- controls right and left arms pitch when shooting a bow or punching -- controls right and left arms pitch when shooting a bow or punching
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 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
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35)) player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
@ -64,7 +61,7 @@ minetest.register_globalstep(function(dtime)
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 }}) 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 }})
-- sneaking body conrols -- sneaking body conrols
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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 node_in_head and node_in_head.walkable then elseif minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true then
-- set head pitch and yaw when swimming -- set head pitch and yaw when swimming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly