take no damage when swimming near roof, no ability to no-clip through roof when swimming
parent
5d2ffb36f2
commit
e4c7d575fc
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@ -34,10 +34,14 @@ local function get_player_nodes(player_pos)
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work_pos.y = work_pos.y + 1.5 -- head level
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local node_head = node_ok(work_pos)
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work_pos.y = work_pos.y + 2.2 -- above head level
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local node_above_head = node_ok(work_pos)
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work_pos.y = work_pos.y - 2.2 -- above head level
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work_pos.y = work_pos.y - 1.2 -- feet level
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local node_feet = node_ok(work_pos)
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return node_stand, node_stand_below, node_head, node_feet
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return node_stand, node_stand_below, node_head, node_feet, node_above_head
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end
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minetest.register_globalstep(function(dtime)
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@ -62,11 +66,12 @@ minetest.register_globalstep(function(dtime)
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local pos = player:get_pos()
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-- what is around me?
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local node_stand, node_stand_below, node_head, node_feet = get_player_nodes(pos)
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local node_stand, node_stand_below, node_head, node_feet, node_above_head = get_player_nodes(pos)
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mcl_playerinfo[name].node_stand = node_stand
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mcl_playerinfo[name].node_stand_below = node_stand_below
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mcl_playerinfo[name].node_head = node_head
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mcl_playerinfo[name].node_feet = node_feet
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mcl_playerinfo[name].node_above_head = node_above_head
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end
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@ -81,6 +86,7 @@ minetest.register_on_joinplayer(function(player)
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node_feet = "",
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node_stand = "",
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node_stand_below = "",
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node_above_head = "",
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}
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end)
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@ -118,7 +118,8 @@ function limit_vel_yaw(player_vel_yaw, yaw)
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return player_vel_yaw
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end
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local node_stand, node_stand_below, node_head, node_feet
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local node_stand, node_stand_below, node_head, node_feet, node_above_head
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local is_swimming
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-- This following part is 2 wrapper functions for player:set_bones
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-- and player:set_properties preventing them from being resent on
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@ -370,13 +371,15 @@ minetest.register_globalstep(function(dtime)
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
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-- set head pitch and yaw when swimming
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is_swimming = true
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set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
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-- sets eye height, and nametag color accordingly
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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-- control body bone when swimming
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
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else
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elseif is_swimming and mcl_playerinfo[name].node_head == "air" or get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 then
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-- sets eye height, and nametag color accordingly
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is_swimming = false
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
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@ -397,11 +400,16 @@ minetest.register_globalstep(function(dtime)
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node_stand = mcl_playerinfo[name].node_stand
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node_stand_below = mcl_playerinfo[name].node_stand_below
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node_head = mcl_playerinfo[name].node_head
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node_above_head = mcl_playerinfo[name].node_above_head
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node_feet = mcl_playerinfo[name].node_feet
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if not node_stand or not node_stand_below or not node_head or not node_feet then
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if not node_stand or not node_stand_below or not node_head or not node_feet or not node_above_head then
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return
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end
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if not minetest.registered_nodes[node_stand] or not minetest.registered_nodes[node_stand_below] or not minetest.registered_nodes[node_head] or not minetest.registered_nodes[node_feet] then
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if (not minetest.registered_nodes[node_stand]
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or not minetest.registered_nodes[node_stand_below]
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or not minetest.registered_nodes[node_head]
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or not minetest.registered_nodes[node_feet]
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or not minetest.registered_nodes[node_above_head]) then
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return
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end
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@ -459,8 +467,9 @@ minetest.register_globalstep(function(dtime)
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local node_stand = mcl_playerinfo[name].node_stand
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local node_stand_below = mcl_playerinfo[name].node_stand_below
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local node_head = mcl_playerinfo[name].node_head
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local node_above_head = mcl_playerinfo[name].node_above_head
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local node_feet = mcl_playerinfo[name].node_feet
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if not node_stand or not node_stand_below or not node_head or not node_feet then
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if not node_stand or not node_stand_below or not node_head or not node_feet or not node_above_head then
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return
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end
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@ -493,9 +502,16 @@ minetest.register_globalstep(function(dtime)
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-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
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-- without group disable_suffocation=1)
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local ndef = minetest.registered_nodes[node_head]
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local ndef = nil
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if is_swimming then
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ndef = minetest.registered_nodes[node_feet]
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-- mcl_util.deal_damage(player, 1, {type = "in_wall"})
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else
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ndef = minetest.registered_nodes[node_head]
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end
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if (ndef.walkable == nil or ndef.walkable == true)
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or not is_swimming
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and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
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and (ndef.node_box == nil or ndef.node_box.type == "regular")
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and (ndef.groups.disable_suffocation ~= 1)
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