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Set up the Bows to use the new FOV API. Bows now zoom in and clear out the zoom.
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1 changed files with 9 additions and 0 deletions
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@ -33,6 +33,9 @@ local bow_load = {}
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-- Another player table, this one stores the wield index of the bow being charged
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-- Another player table, this one stores the wield index of the bow being charged
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local bow_index = {}
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local bow_index = {}
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-- define FOV modifier(s)
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mcl_fovapi.register_modifier("bowcomplete", 0.8, 1, true, false, nil, nil)
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function mcl_bows.shoot_arrow(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable)
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function mcl_bows.shoot_arrow(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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if power == nil then
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if power == nil then
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@ -183,6 +186,9 @@ end
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-- Resets the bow charging state and player speed. To be used when the player is no longer charging the bow
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-- Resets the bow charging state and player speed. To be used when the player is no longer charging the bow
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local function reset_bow_state(player, also_reset_bows)
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local function reset_bow_state(player, also_reset_bows)
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-- clear the FOV change from the player.
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mcl_fovapi.remove_modifier(player, "bowcomplete") -- for the complete zoom in FOV Modifier.
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bow_load[player:get_player_name()] = nil
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bow_load[player:get_player_name()] = nil
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bow_index[player:get_player_name()] = nil
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bow_index[player:get_player_name()] = nil
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if minetest.get_modpath("playerphysics") then
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if minetest.get_modpath("playerphysics") then
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@ -314,6 +320,9 @@ controls.register_on_hold(function(player, key, time)
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end
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end
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bow_load[name] = minetest.get_us_time()
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bow_load[name] = minetest.get_us_time()
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bow_index[name] = player:get_wield_index()
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bow_index[name] = player:get_wield_index()
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-- begin Bow Zoom.
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mcl_fovapi.apply_modifier(player, "bowcomplete")
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else
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else
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if player:get_wield_index() == bow_index[name] then
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if player:get_wield_index() == bow_index[name] then
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if type(bow_load[name]) == "number" then
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if type(bow_load[name]) == "number" then
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