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Smooth out FOV changes, add specificity to potion effects to avoid overlap
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@ -124,7 +124,7 @@ minetest.register_globalstep(function(dtime)
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if player:get_pos() then mcl_potions._add_spawner(player, "#00CC33") end
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if player:get_pos() then mcl_potions._add_spawner(player, "#00CC33") end
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if is_leaping[player].timer >= is_leaping[player].dur then
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if is_leaping[player].timer >= is_leaping[player].dur then
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playerphysics.remove_physics_factor(player, "jump", "leaping")
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playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping")
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is_leaping[player] = nil
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is_leaping[player] = nil
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end
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end
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@ -146,7 +146,7 @@ minetest.register_globalstep(function(dtime)
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if player:get_pos() then mcl_potions._add_spawner(player, "#009999") end
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if player:get_pos() then mcl_potions._add_spawner(player, "#009999") end
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if is_swift[player].timer >= is_swift[player].dur then
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if is_swift[player].timer >= is_swift[player].dur then
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playerphysics.remove_physics_factor(player, "speed", "swiftness")
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playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness")
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is_swift[player] = nil
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is_swift[player] = nil
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end
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end
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@ -178,10 +178,9 @@ 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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-- reset player is_invisible/poison if they go offline
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local function _reset_player_effects(player)
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minetest.register_on_leaveplayer(function(player)
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player = player or player:get_luaentity()
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player = player or player:get_luaentity()
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@ -221,7 +220,11 @@ minetest.register_on_leaveplayer(function(player)
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is_cat[player] = nil
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is_cat[player] = nil
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end
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end
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end)
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end
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minetest.register_on_leaveplayer( function(player) _reset_player_effects(player) end)
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minetest.register_on_dieplayer( function(player) _reset_player_effects(player) end)
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function mcl_potions.make_invisible(player, toggle)
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function mcl_potions.make_invisible(player, toggle)
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@ -326,13 +329,13 @@ function mcl_potions.swiftness_func(player, factor, duration)
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if not is_swift[player] then
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if not is_swift[player] then
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is_swift[player] = {dur = duration, timer = 0}
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is_swift[player] = {dur = duration, timer = 0}
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playerphysics.add_physics_factor(player, "speed", "swiftness", factor)
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playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor)
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else
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else
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local victim = is_swift[player]
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local victim = is_swift[player]
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playerphysics.add_physics_factor(player, "speed", "swiftness", factor)
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playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor)
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victim.dur = math.max(duration, victim.dur - victim.timer)
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victim.dur = math.max(duration, victim.dur - victim.timer)
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victim.timer = 0
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victim.timer = 0
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@ -347,13 +350,13 @@ function mcl_potions.leaping_func(player, factor, duration)
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if not is_leaping[player] then
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if not is_leaping[player] then
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is_leaping[player] = {dur = duration, timer = 0}
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is_leaping[player] = {dur = duration, timer = 0}
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playerphysics.add_physics_factor(player, "jump", "leaping", factor)
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playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor)
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else
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else
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local victim = is_leaping[player]
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local victim = is_leaping[player]
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playerphysics.add_physics_factor(player, "jump", "leaping", factor)
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playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor)
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victim.dur = math.max(duration, victim.dur - victim.timer)
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victim.dur = math.max(duration, victim.dur - victim.timer)
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victim.timer = 0
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victim.timer = 0
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@ -46,11 +46,11 @@ local function setSprinting(playerName, sprinting) --Sets the state of a player
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if players[playerName] then
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if players[playerName] then
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players[playerName].sprinting = sprinting
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players[playerName].sprinting = sprinting
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if sprinting == true then
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if sprinting == true then
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players[playerName].fov = math.min(players[playerName].fov + 0.02, 1.2)
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players[playerName].fov = math.min(players[playerName].fov + 0.03, 1.2)
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player:set_fov(players[playerName].fov, true, 0.15)
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player:set_fov(players[playerName].fov, true, 0.15)
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playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
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playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
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elseif sprinting == false then
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elseif sprinting == false then
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players[playerName].fov = math.max(players[playerName].fov - 0.02, 1.0)
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players[playerName].fov = math.max(players[playerName].fov - 0.03, 1.0)
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player:set_fov(players[playerName].fov, true, 0.15)
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player:set_fov(players[playerName].fov, true, 0.15)
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playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
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playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
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end
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end
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