Merge (latest playerplus)

This commit is contained in:
kay27 2021-04-26 00:14:24 +00:00
commit 7ba50bb548

@ -1,8 +1,5 @@
local S = minetest.get_translator("mcl_playerplus")
local elytra = {}
local node_stand_return = ":air"
local get_connected_players = minetest.get_connected_players
local dir_to_yaw = minetest.dir_to_yaw
local get_item_group = minetest.get_item_group
@ -35,8 +32,8 @@ local player_collision = function(player)
for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
if object and (object:is_player()
or (object:get_luaentity()._cmi_is_mob == true and object ~= player)) then
if object:is_player()
or (object:get_luaentity()._cmi_is_mob == true and object ~= player) then
local pos2 = object:get_pos()
local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
@ -49,7 +46,7 @@ local player_collision = function(player)
end
end
return({x,z})
return({x * 5,z * 5})
end
-- converts yaw to degrees
@ -122,44 +119,13 @@ end
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
minetest.register_on_punchplayer(function(player, hitter, damage)
if hitter:is_player() then
if hitter:get_player_control().aux1 then
player:add_velocity(hitter:get_velocity())
end
if hitter:get_velocity().y < -6 then
player:set_hp(player:get_hp() - (damage * math.random(0.50 , 0.75)))
local pos = player:get_pos()
minetest.add_particlespawner({
amount = 15,
time = 0.1,
minpos = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z-0.5},
maxpos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5},
minvel = {x=-0.1, y=-0.1, z=-0.1},
maxvel = {x=0.1, y=0.1, z=0.1},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1.5,
maxsize = 1.5,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
})
end
end
end)
minetest.register_globalstep(function(dtime)
time = time + dtime
for _,player in pairs(get_connected_players()) do
local c_x, c_y = unpack(player_collision(player))
c_x, c_y = unpack(player_collision(player))
if player:get_velocity().x + player:get_velocity().y < .5 and c_x + c_y > 0 then
--minetest.chat_send_player(player:get_player_name(), "pushed at " .. c_x + c_y .. " parsecs.")
@ -175,14 +141,14 @@ minetest.register_globalstep(function(dtime)
]]--
local control = player:get_player_control()
local controls = player:get_player_control()
local name = player:get_player_name()
local meta = player:get_meta()
local parent = player:get_attach()
local wielded = player:get_wielded_item()
local player_velocity = player:get_velocity() or player:get_player_velocity()
-- control head bone
-- controls head bone
local pitch = - degrees(player:get_look_vertical())
local yaw = degrees(player:get_look_horizontal())
@ -193,55 +159,12 @@ minetest.register_globalstep(function(dtime)
player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw)
player_vel_yaws[name] = player_vel_yaw
if minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.5, z=player:get_pos().z}) then
node_stand_return = minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.5, z=player:get_pos().z}).name
else
minetest.log("action", "somehow player got of loaded areas")
end
controls.register_on_press(function(player, key)
if key~="jump" then return end
if player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and player_velocity.y < -6 and elytra[player] ~= true then
elytra[player] = true
end
end)
if elytra[player] == true and node_stand_return ~= "air" or elytra[player] == true and player:get_inventory():get_stack("armor", 3):get_name() ~= "mcl_armor:elytra" or player:get_attach() ~= nil then
elytra[player] = false
end
--[[
if player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and player_velocity.y < -6 and elytra[player] ~= true and is_sprinting(name) then
elytra[player] = true
elseif elytra[player] == true and node_stand_return ~= "air" or elytra[player] == true and player:get_inventory():get_stack("armor", 3):get_name() ~= "mcl_armor:elytra" or player:get_attach() ~= nil then
elytra[player] = false
end]]
if elytra[player] == true then
mcl_player.player_set_animation(player, "fly")
playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1)
if player_velocity.y < -1.5 then
player:add_velocity({x=0, y=0.17, z=0})
end
if math.abs(player_velocity.x) + math.abs(player_velocity.z) < 20 then
local dir = minetest.yaw_to_dir(player:get_look_horizontal())
local pitch = 1 * player:get_look_vertical() * -.1
player:add_velocity({x=dir.x, y=pitch, z=dir.z})
end
if control.sneak then
if player_velocity.y > -5 then
player:add_velocity({x=0, y=-2, z=0})
end
end
else
playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
end
-- controls right and left arms pitch when shooting a bow
if string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB and not control.LMB and not control.up and not control.down and not control.left and not control.right then
if string.find(wielded:get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
-- when punching
elseif control.LMB and not parent then
elseif controls.LMB and not parent then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
-- when holding an item.
@ -254,35 +177,28 @@ minetest.register_globalstep(function(dtime)
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
end
if elytra[player] == true then
-- set head pitch and yaw when swimming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
-- control body bone when swimming
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
elseif parent then
if parent then
local parent_yaw = degrees(parent:get_yaw())
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif control.sneak then
elseif controls.sneak then
-- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
-- sneaking body conrols
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
-- set head pitch and yaw when swimming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
-- control body bone when swimming
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
else
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
@ -295,7 +211,7 @@ minetest.register_globalstep(function(dtime)
mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
end
if control.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
if controls.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
pos = player:get_pos()