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Merge pull request 'mcl_playerplus fixes' (#2906) from playerplus into master
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/2906 Reviewed-by: epCode <epcode@noreply.git.minetest.land> Reviewed-by: cora <cora@noreply.git.minetest.land>
This commit is contained in:
commit
1dfc71c76c
2 changed files with 94 additions and 44 deletions
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@ -707,10 +707,11 @@ function mcl_util.set_properties(obj,props)
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end
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end
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end
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end
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function mcl_util.set_bone_position(obj,b,p,r) --bone,position,rotation
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function mcl_util.set_bone_position(obj, bone, pos, rot)
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local oldp,oldr=obj:get_bone_position(b)
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local current_pos, current_rot = obj:get_bone_position(bone)
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if vector.equals(vector.round(oldp),vector.round(p)) and vector.equals(vector.round(oldr),vector.round(r)) then
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local pos_equal = not pos or vector.equals(vector.round(current_pos), vector.round(pos))
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return
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local rot_equal = not rot or vector.equals(vector.round(current_rot), vector.round(rot))
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if not pos_equal or not rot_equal then
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obj:set_bone_position(bone, pos or current_pos, rot or current_rot)
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end
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end
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obj:set_bone_position(b,p,r)
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end
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end
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@ -121,8 +121,8 @@ end
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local node_stand, node_stand_below, node_head, node_feet, node_head_top
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local node_stand, node_stand_below, node_head, node_feet, node_head_top
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local is_swimming
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local is_swimming
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local set_bone_position_conditional = mcl_util.set_bone_position
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local set_bone_pos = mcl_util.set_bone_position
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local set_properties_conditional = mcl_util.set_properties
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local set_properties = mcl_util.set_properties
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local function get_overall_velocity(vector)
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local function get_overall_velocity(vector)
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local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2)
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local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2)
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@ -145,6 +145,31 @@ local elytra_vars = {
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rocket_speed = 5.5,
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rocket_speed = 5.5,
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}
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}
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local player_props_elytra = {
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collisionbox = { -0.35, 0, -0.35, 0.35, 0.8, 0.35 },
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eye_height = 0.5,
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nametag_color = { r = 225, b = 225, a = 225, g = 225 }
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}
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local player_props_riding = {
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collisionbox = { -0.312, 0, -0.312, 0.312, 1.8, 0.312 },
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eye_height = 1.5,
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nametag_color = { r = 225, b = 225, a = 225, g = 225 }
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}
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local player_props_sneaking = {
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collisionbox = { -0.312, 0, -0.312, 0.312, 1.8, 0.312 },
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eye_height = 1.35,
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nametag_color = { r = 225, b = 225, a = 0, g = 225 }
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}
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local player_props_swimming = {
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collisionbox = { -0.312, 0, -0.312, 0.312, 0.8, 0.312 },
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eye_height = 0.5,
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nametag_color = { r = 225, b = 225, a = 225, g = 225 }
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}
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local player_props_normal = {
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collisionbox = { -0.312, 0, -0.312, 0.312, 1.8, 0.312 },
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eye_height = 1.5,
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nametag_color = { r = 225, b = 225, a = 225, g = 225 }
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}
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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@ -208,7 +233,7 @@ minetest.register_globalstep(function(dtime)
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end
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end
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elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra"
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elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra"
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and not player:get_attach()
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and not parent
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and (elytra.active or (is_just_jumped and player_velocity.y < -0))
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and (elytra.active or (is_just_jumped and player_velocity.y < -0))
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and ((not minetest.registered_nodes[fly_node].walkable) or fly_node == "ignore")
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and ((not minetest.registered_nodes[fly_node].walkable) or fly_node == "ignore")
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@ -273,84 +298,101 @@ minetest.register_globalstep(function(dtime)
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end
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end
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if wielded_def and wielded_def._mcl_toollike_wield then
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if wielded_def and wielded_def._mcl_toollike_wield then
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,4.7,3.1), vector.new(-90,225,90))
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set_bone_pos(player, "Wield_Item", vector.new(0, 4.7, 3.1), vector.new(-90, 225, 90))
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elseif string.find(wielded:get_name(), "mcl_bows:bow") then
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elseif string.find(wielded:get_name(), "mcl_bows:bow") then
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set_bone_position_conditional(player,"Wield_Item", vector.new(1,4,0), vector.new(90,130,115))
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set_bone_pos(player, "Wield_Item", vector.new(1, 4, 0), vector.new(90, 130, 115))
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,73))
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set_bone_pos(player, "Wield_Item", vector.new(0, 5.2, 1.2), vector.new(0, 180, 73))
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,45))
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set_bone_pos(player, "Wield_Item", vector.new(0, 5.2, 1.2), vector.new(0, 180, 45))
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elseif wielded_def.inventory_image == "" then
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elseif wielded_def.inventory_image == "" then
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,6,2), vector.new(180,-45,0))
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set_bone_pos(player,"Wield_Item", vector.new(0, 6, 2), vector.new(180, -45, 0))
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else
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else
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.3,2), vector.new(90,0,0))
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set_bone_pos(player, "Wield_Item", vector.new(0, 5.3, 2), vector.new(90, 0, 0))
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end
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end
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-- controls right and left arms pitch when shooting a bow or blocking
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-- controls right and left arms pitch when shooting a bow or blocking
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if mcl_shields.is_blocking(player) == 2 then
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if mcl_shields.is_blocking(player) == 2 then
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set_bone_position_conditional(player, "Arm_Right_Pitch_Control", vector.new(-3, 5.785, 0), vector.new(20, -20, 0))
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set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.new(20, -20, 0))
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elseif mcl_shields.is_blocking(player) == 1 then
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elseif mcl_shields.is_blocking(player) == 1 then
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set_bone_position_conditional(player, "Arm_Left_Pitch_Control", vector.new(3, 5.785, 0), vector.new(20, 20, 0))
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set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.new(20, 20, 0))
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elseif string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB then
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elseif string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB then
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set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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local right_arm_rot = vector.new(pitch + 90, -30, pitch * -1 * .35)
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set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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local left_arm_rot = vector.new(pitch + 90, 43, pitch * .35)
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set_bone_pos(player, "Arm_Right_Pitch_Control", nil, right_arm_rot)
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set_bone_pos(player, "Arm_Left_Pitch_Control", nil, left_arm_rot)
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-- controls right and left arms pitch when holing a loaded crossbow
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-- controls right and left arms pitch when holing a loaded crossbow
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
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set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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local right_arm_rot = vector.new(pitch + 90, -30, pitch * -1 * .35)
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set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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local left_arm_rot = vector.new(pitch + 90, 43, pitch * .35)
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set_bone_pos(player, "Arm_Right_Pitch_Control", nil, right_arm_rot)
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set_bone_pos(player, "Arm_Left_Pitch_Control", nil, left_arm_rot)
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-- controls right and left arms pitch when loading a crossbow
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-- controls right and left arms pitch when loading a crossbow
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_") then
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_") then
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set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(45,-20,25))
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set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.new(45, -20, 25))
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set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(55,20,-45))
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set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.new(55, 20, -45))
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-- when punching
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-- when punching
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elseif control.LMB and not parent then
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elseif control.LMB and not parent then
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set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
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set_bone_pos(player,"Arm_Right_Pitch_Control", nil, vector.new(pitch, 0, 0))
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set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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set_bone_pos(player,"Arm_Left_Pitch_Control", nil, vector.zero())
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-- when holding an item.
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-- when holding an item.
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elseif wielded:get_name() ~= "" then
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elseif wielded:get_name() ~= "" then
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set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0))
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set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.new(20, 0, 0))
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set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.zero())
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-- resets arms pitch
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-- resets arms pitch
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else
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else
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set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.zero())
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set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.zero())
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end
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end
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if elytra.active then
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if elytra.active then
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-- set head pitch and yaw when flying
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-- set head pitch and yaw when flying
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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))+50,player_vel_yaw - yaw,0))
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local head_rot = vector.new(pitch - degrees(dir_to_pitch(player_velocity)) + 50, player_vel_yaw - yaw, 0)
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set_bone_pos(player,"Head_Control", nil, head_rot)
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-- sets eye height, and nametag color accordingly
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-- sets eye height, and nametag color accordingly
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set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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set_properties(player, player_props_elytra)
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-- control body bone when flying
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-- control body bone when flying
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new((75-degrees(dir_to_pitch(player_velocity))) , -player_vel_yaw + yaw, 0))
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local body_rot = vector.new((75 - degrees(dir_to_pitch(player_velocity))), -player_vel_yaw + yaw, 0)
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set_bone_pos(player, "Body_Control", nil, body_rot)
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elseif parent then
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elseif parent then
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set_properties(player, player_props_riding)
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local parent_yaw = degrees(parent:get_yaw())
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local parent_yaw = degrees(parent:get_yaw())
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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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local head_rot = vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0)
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set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
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set_bone_pos(player, "Head_Control", nil, head_rot)
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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set_bone_pos(player,"Body_Control", nil, vector.zero())
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elseif control.sneak then
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elseif control.sneak then
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-- controls head pitch when sneaking
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-- controls head pitch when sneaking
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set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw))
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local head_rot = vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw)
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set_bone_pos(player, "Head_Control", nil, head_rot)
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-- sets eye height, and nametag color accordingly
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-- sets eye height, and nametag color accordingly
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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set_properties(player, player_props_sneaking)
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-- sneaking body conrols
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-- sneaking body conrols
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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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set_bone_pos(player, "Body_Control", nil, 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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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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-- set head pitch and yaw when swimming
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is_swimming = true
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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))+20,player_vel_yaw - yaw,0))
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local head_rot = vector.new(pitch - degrees(dir_to_pitch(player_velocity)) + 20, player_vel_yaw - yaw, 0)
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set_bone_pos(player, "Head_Control", nil, head_rot)
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-- sets eye height, and nametag color accordingly
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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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set_properties(player, player_props_swimming)
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-- control body bone when swimming
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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((75-degrees(dir_to_pitch(player_velocity))) , -player_vel_yaw + yaw, 0))
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local body_rot = vector.new((75 + degrees(dir_to_pitch(player_velocity))), player_vel_yaw - yaw, 180)
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set_bone_pos(player,"Body_Control", nil, body_rot)
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elseif get_item_group(mcl_playerinfo[name].node_head, "solid") == 0
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elseif get_item_group(mcl_playerinfo[name].node_head, "solid") == 0
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and get_item_group(mcl_playerinfo[name].node_head_top, "solid") == 0 then
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and get_item_group(mcl_playerinfo[name].node_head_top, "solid") == 0 then
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-- sets eye height, and nametag color accordingly
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-- sets eye height, and nametag color accordingly
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is_swimming = false
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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_properties(player, player_props_normal)
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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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set_bone_pos(player,"Head_Control", nil, vector.new(pitch, player_vel_yaw - yaw, 0))
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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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set_bone_pos(player,"Body_Control", nil, vector.new(0, -player_vel_yaw + yaw, 0))
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end
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end
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elytra.last_yaw = player:get_look_horizontal()
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elytra.last_yaw = player:get_look_horizontal()
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@ -507,7 +549,7 @@ minetest.register_globalstep(function(dtime)
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--[[ Swimming: Cause exhaustion.
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--[[ Swimming: Cause exhaustion.
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NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid!
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NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid!
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Head alone does not count. We respect that for now. ]]
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Head alone does not count. We respect that for now. ]]
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if not player:get_attach() and (get_item_group(node_feet, "liquid") ~= 0 or
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if not parent and (get_item_group(node_feet, "liquid") ~= 0 or
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get_item_group(node_stand, "liquid") ~= 0) then
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get_item_group(node_stand, "liquid") ~= 0) then
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local lastPos = mcl_playerplus_internal[name].lastPos
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local lastPos = mcl_playerplus_internal[name].lastPos
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if lastPos then
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if lastPos then
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@ -597,6 +639,13 @@ minetest.register_on_joinplayer(function(player)
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jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
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jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
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}
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}
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mcl_playerplus.elytra[player] = {active = false, rocketing = 0, speed = 0}
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mcl_playerplus.elytra[player] = {active = false, rocketing = 0, speed = 0}
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-- Minetest bug: get_bone_position() returns all zeros vectors.
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-- Workaround: call set_bone_position() one time first.
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||||||
|
player:set_bone_position("Head_Control", vector.new(0, 6.75, 0))
|
||||||
|
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3, 5.785, 0))
|
||||||
|
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3, 5.785, 0))
|
||||||
|
player:set_bone_position("Body_Control", vector.new(0, 6.75, 0))
|
||||||
end)
|
end)
|
||||||
|
|
||||||
-- clear when player leaves
|
-- clear when player leaves
|
||||||
|
|
Loading…
Reference in a new issue