mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-12-28 12:17:30 +01:00
279 lines
9.6 KiB
Lua
279 lines
9.6 KiB
Lua
-- Internal player state
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local mcl_playerplus_internal = {}
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local armor_mod = minetest.get_modpath("3d_armor")
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local def = {}
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local time = 0
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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-- Update jump status immediately since we need this info in real time.
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-- WARNING: This section is HACKY as hell since it is all just based on heuristics.
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for _,player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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if mcl_playerplus_internal[name].jump_cooldown > 0 then
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mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
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end
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if player:get_player_control().jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
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local pos = player:getpos()
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local node_stand = mcl_playerinfo[name].node_stand
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local node_stand_below = mcl_playerinfo[name].node_stand_below
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local node_head = mcl_playerinfo[name].node_head
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local node_feet = mcl_playerinfo[name].node_feet
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if not node_stand or not node_stand_below or not node_head or not node_feet then
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return
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end
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-- Cause buggy exhaustion for jumping
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--[[ Checklist we check to know the player *actually* jumped:
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* Not on or in liquid
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* Not on or at climbable
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* On walkable
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* Not on disable_jump
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FIXME: This code is pretty hacky and it is possible to miss some jumps or detect false
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jumps because of delays, rounding errors, etc.
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What this code *really* needs is some kind of jumping “callback” which this engine lacks
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as of 0.4.15.
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]]
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if minetest.get_item_group(node_feet, "liquid") == 0 and
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minetest.get_item_group(node_stand, "liquid") == 0 and
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not minetest.registered_nodes[node_feet].climbable and
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not minetest.registered_nodes[node_stand].climbable and
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(minetest.registered_nodes[node_stand].walkable or minetest.registered_nodes[node_stand_below].walkable)
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and minetest.get_item_group(node_stand, "disable_jump") == 0
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and minetest.get_item_group(node_stand_below, "disable_jump") == 0 then
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-- Cause exhaustion for jumping
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if mcl_sprint.is_sprinting(name) then
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
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else
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
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end
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-- Reset cooldown timer
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mcl_playerplus_internal[name].jump_cooldown = 0.45
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end
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end
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end
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-- Run the rest of the code every 0.5 seconds
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if time < 0.5 then
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return
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end
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-- reset time for next check
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-- FIXME: Make sure a regular check interval applies
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time = 0
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-- check players
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for _,player in pairs(minetest.get_connected_players()) do
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-- who am I?
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local name = player:get_player_name()
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-- where am I?
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local pos = player:getpos()
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-- what is around me?
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local node_stand = mcl_playerinfo[name].node_stand
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local node_stand_below = mcl_playerinfo[name].node_stand_below
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local node_head = mcl_playerinfo[name].node_head
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local node_feet = mcl_playerinfo[name].node_feet
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if not node_stand or not node_stand_below or not node_head or not node_feet then
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return
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end
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-- set defaults
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def.speed = 1
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def.jump = 1
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def.gravity = 1
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-- is 3d_armor mod active? if so make armor physics default
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if armor_mod and armor and armor.def then
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-- get player physics from armor
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def.speed = armor.def[name].speed or 1
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def.jump = armor.def[name].jump or 1
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def.gravity = armor.def[name].gravity or 1
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end
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-- standing on soul sand? if so walk slower
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if node_stand == "mcl_nether:soul_sand" then
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-- TODO: Tweak walk speed
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-- TODO: Also slow down mobs
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-- FIXME: This whole speed thing is a giant hack. We need a proper framefork for cleanly handling player speeds
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if node_stand_below == "mcl_core:ice" or node_stand_below == "mcl_core:packed_ice" or node_stand_below == "mcl_core:slimeblock" then
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def.speed = def.speed - 0.9
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else
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def.speed = def.speed - 0.6
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end
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end
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-- Set player physics if there's no conflict
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if player:get_attribute("mcl_beds:sleeping") ~= "true" then
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player:set_physics_override(def.speed, def.jump, def.gravity)
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end
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-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
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-- without group disable_suffocation=1)
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local ndef = minetest.registered_nodes[node_head]
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if (ndef.walkable == nil or ndef.walkable == true)
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and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
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and (ndef.node_box == nil or ndef.node_box.type == "regular")
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and (ndef.groups.disable_suffocation ~= 1)
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and (ndef.groups.opaque == 1)
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-- Check privilege, too
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and (not minetest.check_player_privs(name, {noclip = true})) then
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if player:get_hp() > 0 then
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mcl_death_messages.player_damage(player, string.format("%s suffocated to death.", player:get_player_name()))
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player:set_hp(player:get_hp() - 1)
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end
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end
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-- am I near a cactus?
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local near = minetest.find_node_near(pos, 1, "mcl_core:cactus")
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if near then
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-- am I touching the cactus? if so it hurts
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for _,object in pairs(minetest.get_objects_inside_radius(near, 1.1)) do
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if object:get_hp() > 0 then
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if object:is_player() then
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mcl_death_messages.player_damage(object, string.format("%s was prickled by a cactus.", object:get_player_name()))
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mcl_hunger.exhaust(object:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
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end
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object:set_hp(object:get_hp() - 1)
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end
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end
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end
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-- Apply black sky in the Void and deal Void damage
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local void, void_deadly = mcl_util.is_in_void(pos)
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local _, dim = mcl_util.y_to_layer(pos.y)
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-- Set dimension skies.
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-- FIXME: Sky handling in MCL2 is held together with lots of duct tape.
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-- This only works beause weather_pack currently does not touch the sky for players below the height used for this check.
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-- There should be a real skybox API.
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if dim == "void" then
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player:set_sky("#000000", "plain", nil, false)
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elseif dim == "end" then
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local t = "mcl_playerplus_end_sky.png"
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player:set_sky("#000000", "skybox", {t,t,t,t,t,t}, false)
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elseif dim == "nether" then
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player:set_sky("#300808", "plain", nil, false)
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else
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skycolor.update_sky_color({player})
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end
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if void_deadly then
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-- Player is deep into the void, deal void damage
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if player:get_hp() > 0 then
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mcl_death_messages.player_damage(player, string.format("%s fell into the endless void.", player:get_player_name()))
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player:set_hp(player:get_hp() - 4)
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end
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end
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--[[ Swimming: Cause exhaustion.
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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(node_feet, "liquid") ~= 0 or
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minetest.get_item_group(node_stand, "liquid") ~= 0 then
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local lastPos = mcl_playerplus_internal[name].lastPos
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if lastPos then
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local dist = vector.distance(lastPos, pos)
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mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance + dist
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if mcl_playerplus_internal[name].swimDistance >= 1 then
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local superficial = math.floor(mcl_playerplus_internal[name].swimDistance)
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial)
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mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance - superficial
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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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if minetest.get_item_group(node_head, "water") ~= 0 then
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minetest.add_particlespawner({
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amount = 10,
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time = 0.15,
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minpos = { x = -0.25, y = 0.3, z = -0.25 },
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maxpos = { x = 0.25, y = 0.7, z = 0.75 },
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attached = player,
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minvel = {x = -0.2, y = 0, z = -0.2},
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maxvel = {x = 0.5, y = 0, z = 0.5},
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minacc = {x = -0.4, y = 4, z = -0.4},
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maxacc = {x = 0.5, y = 1, z = 0.5},
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minexptime = 0.3,
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maxexptime = 0.8,
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minsize = 0.7,
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maxsize = 2.4,
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texture = "mcl_particles_bubble.png"
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})
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end
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-- Show positions of barriers when player is wielding a barrier
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local wi = player:get_wielded_item():get_name()
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if wi == "mcl_core:barrier" or wi == "mcl_core:realm_barrier" then
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local pos = vector.round(player:getpos())
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local r = 8
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local vm = minetest.get_voxel_manip()
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local emin, emax = vm:read_from_map({x=pos.x-r, y=pos.y-r, z=pos.z-r}, {x=pos.x+r, y=pos.y+r, z=pos.z+r})
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local area = VoxelArea:new{
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MinEdge = emin,
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MaxEdge = emax,
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}
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local data = vm:get_data()
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for x=pos.x-r, pos.x+r do
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for y=pos.y-r, pos.y+r do
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for z=pos.z-r, pos.z+r do
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local vi = area:indexp({x=x, y=y, z=z})
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local nodename = minetest.get_name_from_content_id(data[vi])
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local tex
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if nodename == "mcl_core:barrier" then
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tex = "mcl_core_barrier.png"
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elseif nodename == "mcl_core:realm_barrier" then
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tex = "mcl_core_barrier.png^[colorize:#FF00FF:127^[transformFX"
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end
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if tex then
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minetest.add_particle({
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pos = {x=x, y=y, z=z},
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expirationtime = 1,
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size = 8,
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texture = tex,
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playername = name
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})
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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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-- Update internal values
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mcl_playerplus_internal[name].lastPos = pos
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end
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end)
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-- set to blank on join (for 3rd party mods)
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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mcl_playerplus_internal[name] = {
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lastPos = nil,
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swimDistance = 0,
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jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
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}
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end)
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-- clear when player leaves
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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mcl_playerplus_internal[name] = nil
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end)
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