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synced 2024-12-26 03:07:32 +01:00
Clean up jump exhaustion code a bit
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ce3d3e06e9
commit
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@ -267,17 +267,6 @@ minetest.register_globalstep(function(dtime)
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end
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end
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end
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end
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local controls = player:get_player_control()
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-- Determine if the player is moving
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if controls.up or controls.down or controls.left or controls.right then
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-- TODO: Add exhaustion for moving in water
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end
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-- Jumping
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-- FIXME: This is quite hacky and doesn't check if the player is actually jumping
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if controls.jump then
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
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end
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end
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end
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end
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end
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end
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end
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@ -143,8 +143,11 @@ minetest.register_globalstep(function(dtime)
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end
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end
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end
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end
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-- Swimming: Cause exhaustion
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--[[ Swimming: Cause exhaustion.
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if minetest.get_item_group(playerplus[name].nod_head, "liquid") ~= 0 or minetest.get_item_group(playerplus[name].nod_feet, "liquid") ~= 0 or minetest.get_item_group(playerplus[name].nod_stand, "liquid") ~= 0 then
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NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid!
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Head alone does not count. We respect that for now. ]]
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if minetest.get_item_group(playerplus[name].nod_feet, "liquid") ~= 0 and
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minetest.get_item_group(playerplus[name].nod_stand, "liquid") ~= 0 then
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local lastPos = playerplus_internal[name].lastPos
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local lastPos = playerplus_internal[name].lastPos
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if lastPos then
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if lastPos then
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local dist = vector.distance(lastPos, pos)
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local dist = vector.distance(lastPos, pos)
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@ -155,6 +158,20 @@ minetest.register_globalstep(function(dtime)
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playerplus_internal[name].swimDistance = playerplus_internal[name].swimDistance - superficial
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playerplus_internal[name].swimDistance = playerplus_internal[name].swimDistance - superficial
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end
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end
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end
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end
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-- Cause buggy exhaustion for jumping
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elseif not minetest.registered_nodes[playerplus[name].nod_feet].climbable and
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not minetest.registered_nodes[playerplus[name].nod_stand].climbable then
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--[[ No exhaustion for “jumping” in a liquid or at a climbable node since those
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treat the jump key differently. ]]
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-- Cause exhaustion for jumping
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local controls = player:get_player_control()
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-- FIXME: This is quite hacky and doesn't check if the player is actually jumping
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-- FIXME: Sometimes this exhaustion is caused for holding down the jump key on the top of water
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if controls.jump then
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
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end
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end
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end
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-- Underwater: Spawn bubble particles
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-- Underwater: Spawn bubble particles
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