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can only fly when pressed jump and cannot hold jump to enter fly mode, set speed to player velocity when entered fly mode
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cd62278336
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@ -4,6 +4,7 @@ mcl_playerplus = {
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local player_velocity_old = {x=0, y=0, z=0}
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local player_position_old = {x=0, y=0, z=0}
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local is_pressing_jump = false
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local get_connected_players = minetest.get_connected_players
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local dir_to_yaw = minetest.dir_to_yaw
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local get_item_group = minetest.get_item_group
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@ -280,15 +281,21 @@ minetest.register_globalstep(function(dtime)
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elytra.speed = 2
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end
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local is_just_jumped = control.jump and not is_pressing_jump
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is_pressing_jump = control.jump
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if is_just_jumped and not elytra.active then
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elytra.speed = clamp(get_overall_velocity(player:get_velocity()) - 1, 0, 20)
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end
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elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra"
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and not player:get_attach()
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and (elytra.active or (control.jump and player_velocity.y < -1))
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and (elytra.active or (is_just_jumped and player_velocity.y < -0))
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and (fly_node == "air" or fly_node == "ignore")
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if elytra.active then
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mcl_player.player_set_animation(player, "fly")
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local slowdown_mult = 1 -- amount of vel to take per sec
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local fall_speed = 40 -- amount to fall down per sec in nodes
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local fall_speed = 10 -- amount to fall down per sec in nodes
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local speedup_mult = 15 -- amount of speed to add based on look dir
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local max_speed = 120
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local direction = player:get_look_dir()
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@ -299,6 +306,7 @@ minetest.register_globalstep(function(dtime)
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speed_mult = speed_mult - slowdown_mult * dtime -- slow down
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speed_mult = math.max(speed_mult, -1)
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speed_mult = math.min(speed_mult, max_speed)
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elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
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new_vel = direction -- use the facing direction as a base
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@ -337,7 +345,7 @@ minetest.register_globalstep(function(dtime)
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-- this is far from ideal, but there's no good way to set_velocity on the player
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player_vel = vector.multiply(player_vel, -0.4)
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player:add_velocity(player_vel)
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new_vel.y = new_vel.y - (400 / math.max(speed_mult, 2)) * dtime
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new_vel.y = new_vel.y - (200 / math.max(speed_mult, 2)) * dtime
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new_vel.y = new_vel.y - fall_speed * dtime
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player:add_velocity(new_vel)
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end
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