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Add offset to automatic_face_movement_dir
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681e136d5f
commit
4feea0ac68
@ -1888,7 +1888,8 @@ Object Properties
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makes_footstep_sound = false,
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automatic_rotate = false,
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stepheight = 0,
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automatic_face_movement_dir = false,
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automatic_face_movement_dir = 0.0,
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^ automatically set yaw to movement direction; offset in degrees; false to disable
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}
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Entity definition (register_entity)
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@ -98,7 +98,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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drowning, leveled and liquid_range added to ContentFeatures
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stepheight and collideWithObjects added to object properties
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version, heat and humidity transfer in MapBock
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added new property to entities automatic_face_movement_dir
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automatic_face_movement_dir and automatic_face_movement_dir_offset
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added to object properties
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*/
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#define LATEST_PROTOCOL_VERSION 21
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@ -1211,8 +1211,9 @@ public:
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updateNodePos();
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}
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if (getParent() == NULL && m_prop.automatic_face_movement_dir){
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m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI;
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if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
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(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
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m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
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updateNodePos();
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}
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}
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@ -527,8 +527,9 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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m_velocity += dtime * m_acceleration;
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}
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if(m_prop.automatic_face_movement_dir){
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m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI;
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if((m_prop.automatic_face_movement_dir) &&
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(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
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m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
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}
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}
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@ -41,7 +41,8 @@ ObjectProperties::ObjectProperties():
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makes_footstep_sound(false),
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automatic_rotate(0),
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stepheight(0),
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automatic_face_movement_dir(false)
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automatic_face_movement_dir(false),
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automatic_face_movement_dir_offset(0.0)
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{
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textures.push_back("unknown_object.png");
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colors.push_back(video::SColor(255,255,255,255));
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@ -104,6 +105,7 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeU8(os, collideWithObjects);
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writeF1000(os,stepheight);
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writeU8(os, automatic_face_movement_dir);
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writeF1000(os, automatic_face_movement_dir_offset);
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// Add stuff only at the bottom.
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// Never remove anything, because we don't want new versions of this
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}
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@ -139,6 +141,7 @@ void ObjectProperties::deSerialize(std::istream &is)
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collideWithObjects = readU8(is);
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stepheight = readF1000(is);
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automatic_face_movement_dir = readU8(is);
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automatic_face_movement_dir_offset = readF1000(is);
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}catch(SerializationError &e){}
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}
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else
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@ -46,6 +46,7 @@ struct ObjectProperties
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float automatic_rotate;
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f32 stepheight;
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bool automatic_face_movement_dir;
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f32 automatic_face_movement_dir_offset;
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ObjectProperties();
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@ -191,7 +191,15 @@ void read_object_properties(lua_State *L, int index,
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getfloatfield(L, -1, "automatic_rotate", prop->automatic_rotate);
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getfloatfield(L, -1, "stepheight", prop->stepheight);
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prop->stepheight*=BS;
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getboolfield(L, -1, "automatic_face_movement_dir", prop->automatic_face_movement_dir);
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lua_getfield(L, -1, "automatic_face_movement_dir");
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if (lua_isnumber(L, -1)) {
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prop->automatic_face_movement_dir = true;
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prop->automatic_face_movement_dir_offset = luaL_checknumber(L, -1);
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} else if (lua_isboolean(L, -1)) {
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prop->automatic_face_movement_dir = lua_toboolean(L, -1);
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prop->automatic_face_movement_dir_offset = 0.0;
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}
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lua_pop(L, 1);
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}
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/******************************************************************************/
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