make elytra better again

This commit is contained in:
Sumyjkl 2022-08-01 20:34:56 +10:00
parent 696cc150b4
commit 177cf231b6

@ -282,18 +282,27 @@ minetest.register_globalstep(function(dtime)
if elytra.active then
mcl_player.player_set_animation(player, "fly")
local max_speed = 10000
local slowdown_mult = 0.7 -- amount of vel to take
local max_speed = 1000
local direction = player:get_look_dir()
-- local vel = player:get_velocity()
local speed_mult = clamp(elytra.speed - direction.y * dtime, -max_speed, max_speed)
local v = player:get_velocity()
local speed_mult = clamp(elytra.speed - direction.y * 30 * dtime, -max_speed, max_speed)
speed_mult = speed_mult - slowdown_mult * speed_mult * dtime -- slow down
speed_mult = math.max(speed_mult, -1)
elytra.speed = speed_mult
vel = direction
vel = vector.multiply(vel, speed_mult*100)
vel = {
x = clamp(vel.x, -max_speed, max_speed),
y = clamp(vel.y, -max_speed, max_speed),
z = clamp(vel.z, -max_speed, max_speed)}
player:set_velocity(vel)
vel = vector.multiply(vel, speed_mult)
-- vel = {
-- x = clamp(vel.x, -max_speed, max_speed),
-- y = clamp(vel.y, -max_speed, max_speed),
-- z = clamp(vel.z, -max_speed, max_speed)}
-- slow the player down so less spongy movement by applying half the inverse vel
-- NOTE: do not set this higher than about 0.7 or the game will get the wrong vel and it will be broken
v = vector.multiply(v, -0.3)
player:add_velocity(v)
vel.y = vel.y - (100 / math.max(speed_mult, 1)) * dtime
player:add_velocity(vel)
playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1)
if elytra.rocketing > 0 then