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Add sneak and sneak_glitch to set_physics_override()
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@ -1706,10 +1706,11 @@ Player-only: (no-op for other objects)
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{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
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- get_player_control_bits(): returns integer with bit packed player pressed keys
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bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
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- set_physics_override(speed, jump, gravity)
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- set_physics_override(speed, jump, gravity, sneak, sneak_glitch)
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modifies per-player walking speed, jump height, and gravity.
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Values default to 1 and act as offsets to the physics settings
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in minetest.conf. nil will keep the current setting.
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sneak and sneak_glitch are booleans, default is true
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- hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
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- hud_remove(id): remove the HUD element of the specified id
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- hud_change(id, stat, value): change a value of a previously added HUD element
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@ -1693,12 +1693,18 @@ public:
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float override_speed = readF1000(is);
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float override_jump = readF1000(is);
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float override_gravity = readF1000(is);
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// these are sent inverted so we get true when the server sends nothing
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bool sneak = !readU8(is);
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bool sneak_glitch = !readU8(is);
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if(m_is_local_player)
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{
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LocalPlayer *player = m_env->getLocalPlayer();
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player->physics_override_speed = override_speed;
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player->physics_override_jump = override_jump;
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player->physics_override_gravity = override_gravity;
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player->physics_override_sneak = sneak;
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player->physics_override_sneak_glitch = sneak_glitch;
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}
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}
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else if(cmd == GENERIC_CMD_SET_ANIMATION)
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@ -969,6 +969,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
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m_physics_override_speed(1),
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m_physics_override_jump(1),
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m_physics_override_gravity(1),
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m_physics_override_sneak(true),
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m_physics_override_sneak_glitch(true),
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m_physics_override_sent(false)
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{
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assert(m_player);
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@ -1060,7 +1062,9 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
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os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
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}
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os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
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os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity)); // 5
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os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
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m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
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m_physics_override_sneak_glitch)); // 5
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}
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else
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{
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@ -1187,7 +1191,9 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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if(m_physics_override_sent == false){
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m_physics_override_sent = true;
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std::string str = gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity);
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std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
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m_physics_override_jump, m_physics_override_gravity,
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m_physics_override_sneak, m_physics_override_sneak_glitch);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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@ -330,6 +330,8 @@ public:
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float m_physics_override_speed;
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float m_physics_override_jump;
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float m_physics_override_gravity;
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bool m_physics_override_sneak;
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bool m_physics_override_sneak_glitch;
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bool m_physics_override_sent;
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};
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@ -117,7 +117,8 @@ std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups)
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return os.str();
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}
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std::string gob_cmd_update_physics_override(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
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std::string gob_cmd_update_physics_override(float physics_override_speed, float physics_override_jump,
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float physics_override_gravity, bool sneak, bool sneak_glitch)
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{
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std::ostringstream os(std::ios::binary);
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// command
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@ -126,6 +127,9 @@ std::string gob_cmd_update_physics_override(float physics_override_speed, float
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writeF1000(os, physics_override_speed);
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writeF1000(os, physics_override_jump);
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writeF1000(os, physics_override_gravity);
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// these are sent inverted so we get true when the server sends nothing
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writeU8(os, !sneak);
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writeU8(os, !sneak_glitch);
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return os.str();
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}
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@ -63,7 +63,8 @@ std::string gob_cmd_punched(s16 damage, s16 result_hp);
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#include "itemgroup.h"
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std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups);
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std::string gob_cmd_update_physics_override(float physics_override_speed, float physics_override_jump, float physics_override_gravity);
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std::string gob_cmd_update_physics_override(float physics_override_speed,
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float physics_override_jump, float physics_override_gravity, bool sneak, bool sneak_glitch);
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std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend);
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@ -165,7 +165,9 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
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If sneaking, keep in range from the last walked node and don't
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fall off from it
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*/
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if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
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if(control.sneak && m_sneak_node_exists &&
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!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
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physics_override_sneak)
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{
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f32 maxd = 0.5*BS + sneak_max;
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v3f lwn_f = intToFloat(m_sneak_node, BS);
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@ -225,7 +227,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
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// node.
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m_need_to_get_new_sneak_node = true;
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}
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if(m_need_to_get_new_sneak_node)
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if(m_need_to_get_new_sneak_node && physics_override_sneak)
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{
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v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
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v2f player_p2df(position.X, position.Z);
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@ -264,6 +266,10 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
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// And the node above it has to be nonwalkable
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if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true)
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continue;
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if (!physics_override_sneak_glitch) {
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if (nodemgr->get(map->getNode(p+v3s16(0,2,0))).walkable)
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continue;
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}
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}
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catch(InvalidPositionException &e)
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{
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@ -576,6 +582,6 @@ v3s16 LocalPlayer::getStandingNodePos()
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{
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if(m_sneak_node_exists)
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return m_sneak_node;
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return floatToInt(getPosition(), BS);
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return floatToInt(getPosition() - v3f(0, BS, 0), BS);
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}
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@ -85,9 +85,11 @@ Player::Player(IGameDef *gamedef):
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movement_gravity = 9.81 * BS;
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// Movement overrides are multipliers and must be 1 by default
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physics_override_speed = 1;
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physics_override_jump = 1;
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physics_override_gravity = 1;
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physics_override_speed = 1;
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physics_override_jump = 1;
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physics_override_gravity = 1;
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physics_override_sneak = true;
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physics_override_sneak_glitch = true;
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hud_flags = HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
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HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
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@ -266,6 +266,8 @@ public:
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float physics_override_speed;
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float physics_override_jump;
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float physics_override_gravity;
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bool physics_override_sneak;
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bool physics_override_sneak_glitch;
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u16 hp;
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@ -349,7 +349,8 @@ int ObjectRef::l_set_armor_groups(lua_State *L)
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return 0;
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}
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// set_physics_override(self, physics_override_speed, physics_override_jump, physics_override_gravity)
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// set_physics_override(self, physics_override_speed, physics_override_jump,
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// physics_override_gravity, sneak, sneak_glitch)
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int ObjectRef::l_set_physics_override(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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@ -368,6 +369,14 @@ int ObjectRef::l_set_physics_override(lua_State *L)
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co->m_physics_override_gravity = lua_tonumber(L, 4);
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co->m_physics_override_sent = false;
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}
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if (lua_isboolean(L, 5)) {
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co->m_physics_override_sneak = lua_toboolean(L, 5);
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co->m_physics_override_sent = false;
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}
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if (lua_isboolean(L, 6)) {
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co->m_physics_override_sneak_glitch = lua_toboolean(L, 6);
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co->m_physics_override_sent = false;
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}
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return 0;
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}
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@ -101,7 +101,8 @@ private:
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// set_armor_groups(self, groups)
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static int l_set_armor_groups(lua_State *L);
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// set_physics_override(self, physics_override_speed, physics_override_jump, physics_override_gravity)
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// set_physics_override(self, physics_override_speed, physics_override_jump,
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// physics_override_gravity, sneak, sneak_glitch)
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static int l_set_physics_override(lua_State *L);
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// set_animation(self, frame_range, frame_speed, frame_blend)
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