forked from Mirrorlandia_minetest/minetest
Allow footstep sounds to play for liquid and ladder nodes, making swimming and climbing sounds possible
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@ -307,7 +307,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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PlayerEyeOffset += player->eye_offset_first;
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else
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PlayerEyeOffset += player->eye_offset_third;
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// Set head node transformation
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m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
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m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
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@ -369,7 +369,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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// Seperate camera position for calculation
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v3f my_cp = m_camera_position;
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// Reposition the camera for third person view
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if (m_camera_mode > CAMERA_MODE_FIRST)
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{
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@ -413,7 +413,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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(((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
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m_camera_offset.Z += CAMERA_OFFSET_STEP*
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(((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
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// Set camera node transformation
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m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
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m_cameranode->setUpVector(abs_cam_up);
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@ -466,7 +466,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
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wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
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wield_position.Z += 25 * 0.5;
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// Euler angles are PURE EVIL, so why not use quaternions?
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core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
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core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
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@ -491,15 +491,19 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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// Render distance feedback loop
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updateViewingRange(frametime, busytime);
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// If the player seems to be walking on solid ground,
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// If the player is walking, swimming, or climbing,
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// view bobbing is enabled and free_move is off,
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// start (or continue) the view bobbing animation.
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v3f speed = player->getSpeed();
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if ((hypot(speed.X, speed.Z) > BS) &&
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(player->touching_ground) &&
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(m_cache_view_bobbing == true) &&
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(g_settings->getBool("free_move") == false ||
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!m_gamedef->checkLocalPrivilege("fly")))
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const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
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const bool movement_Y = abs(speed.Y) > BS;
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const bool walking = movement_XZ && player->touching_ground;
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const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
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const bool climbing = movement_Y && player->is_climbing;
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if ((walking || swimming || climbing) &&
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m_cache_view_bobbing &&
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(!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
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{
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// Start animation
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m_view_bobbing_state = 1;
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@ -542,7 +546,7 @@ void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
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f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
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viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
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// Immediately apply hard limits
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if(m_draw_control.wanted_range < viewing_range_min)
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m_draw_control.wanted_range = viewing_range_min;
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@ -639,7 +643,7 @@ void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
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}
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new_range += wanted_range_change;
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//f32 new_range_unclamped = new_range;
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new_range = MYMAX(new_range, viewing_range_min);
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new_range = MYMIN(new_range, viewing_range_max);
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