Add cammera zoom effect while drawing bow

This commit is contained in:
epCode 2021-03-14 17:13:23 -07:00
parent d5c82cb2cf
commit 39c357672c

@ -50,17 +50,28 @@ end
local function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting) local function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
local player = minetest.get_player_by_name(playerName) local player = minetest.get_player_by_name(playerName)
local controls = player:get_player_control()
if players[playerName] then if players[playerName] then
players[playerName].sprinting = sprinting players[playerName].sprinting = sprinting
if sprinting == true or controls.RMB and string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and player:get_wielded_item():get_name() ~= "mcl_bows:bow" then
if sprinting == true then if sprinting == true then
players[playerName].fov = math.min(players[playerName].fov + 0.05, 1.2) players[playerName].fov = math.min(players[playerName].fov + 0.05, 1.2)
player:set_fov(players[playerName].fov, true, 0.15) players[playerName].fade_time = .15
else
players[playerName].fov = .7
players[playerName].fade_time = .3
end
player:set_fov(players[playerName].fov, true, players[playerName].fade_time)
if sprinting == true then
playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED) playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
elseif sprinting == false then end
elseif sprinting == false and player:get_wielded_item():get_name() ~= "mcl_bows:bow_0" and player:get_wielded_item():get_name() ~= "mcl_bows:bow_1" and player:get_wielded_item():get_name() ~= "mcl_bows:bow_2" then
players[playerName].fov = math.max(players[playerName].fov - 0.05, 1.0) players[playerName].fov = math.max(players[playerName].fov - 0.05, 1.0)
player:set_fov(players[playerName].fov, true, 0.15) player:set_fov(players[playerName].fov, true, 0.15)
if sprinting == false then
playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint") playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
end end
end
return true return true
end end
return false return false