Make vertical pvp knockback floatiness reduction include moving hits

This commit is contained in:
Eliy21 2023-12-17 17:48:39 +00:00
parent 0a8874ecad
commit 8612350fa7

View file

@ -287,11 +287,11 @@ function minetest.calculate_knockback(player, hitter, time_from_last_punch, tool
knockback = knockback + 3.22 * enchant
-- add vertical lift to knockback
local v = player:get_velocity()
local added_v = 0
local invul = player:get_meta():get_int("mcl_damage:invulnerable")
if v and v.y <= 0.01 and v.y >= -0.01 and invul == 0 then
local regular_v = 6.4
local enchant_v = 7
local added_v = 0
regular_v = regular_v * math.abs(dir.y - 1)
enchant_v = enchant_v * math.abs(dir.y - 1)
if enchant == 0 then
@ -301,9 +301,6 @@ function minetest.calculate_knockback(player, hitter, time_from_last_punch, tool
player:add_velocity({x = 0, y = enchant_v, z = 0})
added_v = enchant_v
end
minetest.after(0.25, function()
player:add_velocity({x = 0, y = -added_v * 0.375 , z = 0})
end)
-- add minimum knockback
if knockback <= 1.5 then
knockback = knockback + 4.875
@ -317,6 +314,10 @@ function minetest.calculate_knockback(player, hitter, time_from_last_punch, tool
if dir_dot > 0 and player_mag <= hitter_mag * 0.625 then
knockback = knockback + hitter_mag * 0.6875
end
-- reduce floatiness
minetest.after(0.25, function()
player:add_velocity({x = 0, y = (v.y + added_v) * -0.375 , z = 0})
end)
-- remove knockback if invulnerable
if invul > 0 then
knockback = 0