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Moved sprinting into the new FOV api
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parent
7f5ce4e033
commit
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2 changed files with 14 additions and 30 deletions
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@ -177,7 +177,7 @@ minetest.register_on_joinplayer(function(player)
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player_textures[name] = { "character.png", "blank.png", "blank.png" }
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player_textures[name] = { "character.png", "blank.png", "blank.png" }
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--player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
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--player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
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player:set_fov(86.1) -- see <https://minecraft.gamepedia.com/Options#Video_settings>>>>
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-- player:set_fov(86.1) -- see <https://minecraft.gamepedia.com/Options#Video_settings>>>>
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end)
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end)
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minetest.register_on_leaveplayer(function(player)
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minetest.register_on_leaveplayer(function(player)
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@ -64,40 +64,24 @@ local function cancelClientSprinting(name)
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players[name].clientSprint = false
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players[name].clientSprint = false
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end
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end
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mcl_fovapi.register_modifier({
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name = "sprint",
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fov_factor = 1.1,
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time = 0.15,
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is_multiplier = true,
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})
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local function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
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local function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
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if not sprinting and not mcl_sprint.is_sprinting(playerName) then return end
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if not sprinting and not mcl_sprint.is_sprinting(playerName) then return end
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local player = minetest.get_player_by_name(playerName)
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local player = minetest.get_player_by_name(playerName)
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local controls = player:get_player_control()
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if players[playerName] then
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if players[playerName] then
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players[playerName].sprinting = sprinting
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players[playerName].sprinting = sprinting
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local fov_old = players[playerName].fov
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if sprinting then
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local fov_new = fov_old
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local fade_time = .15
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if sprinting == true
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or controls.RMB
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and string.find(player:get_wielded_item():get_name(), "mcl_bows:bow")
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow" then
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if sprinting == true then
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fov_new = math.min(players[playerName].fov + 0.05, 1.2)
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else
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fov_new = .7
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players[playerName].fade_time = .3
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end
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if sprinting == true then
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playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
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playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
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end
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mcl_fovapi.apply_modifier(player, "sprint")
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elseif sprinting == false
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else
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_0"
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_1"
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_2" then
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fov_new = math.max(players[playerName].fov - 0.05, 1.0)
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if sprinting == false then
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playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
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playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
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end
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mcl_fovapi.remove_modifier(player, "sprint")
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end
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if fov_new ~= fov_old then
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players[playerName].fov = fov_new
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player:set_fov(fov_new, true, fade_time)
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end
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end
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return true
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return true
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end
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end
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