Make head block detection more stable

This commit is contained in:
epCode 2021-02-21 04:11:20 +00:00
parent 38cb2fdeec
commit d8b5620115

View file

@ -27,6 +27,8 @@ minetest.register_globalstep(function(dtime)
local pitch = degrees(player:get_look_vertical()) * -1 local pitch = degrees(player:get_look_vertical()) * -1
local yaw = degrees(player:get_look_horizontal()) * -1 local yaw = degrees(player:get_look_horizontal()) * -1
local node_in_head = minetest.registered_nodes[mcl_playerinfo[name].node_head]
-- controls right and left arms pitch when shooting a bow or punching -- controls right and left arms pitch when shooting a bow or punching
if string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then if string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35)) player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
@ -45,7 +47,7 @@ minetest.register_globalstep(function(dtime)
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }}) player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
elseif minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true or minetest.registered_nodes[mcl_playerinfo[name].node_head].walkable then elseif minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true or node_in_head and node_in_head.walkable then
-- controls head pitch when swiming -- controls head pitch when swiming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly