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Add disable_descend to disable active node sinking
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@ -2069,6 +2069,9 @@ to games.
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* `3`: the node always gets the digging time 0 seconds (torch)
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* `disable_jump`: Player (and possibly other things) cannot jump from node
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or if their feet are in the node. Note: not supported for `new_move = false`
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* `disable_descend`: Player (and possibly other things) cannot *actively*
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descend in node using Sneak or Aux1 key (for liquids and climbable nodes
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only). Note: not supported for `new_move = false`
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* `fall_damage_add_percent`: modifies the fall damage suffered when hitting
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the top of this node. There's also an armor group with the same name.
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The final player damage is determined by the following formula:
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@ -463,6 +463,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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itemgroup_get(f1.groups, "disable_jump");
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m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump || standing_node_bouncy != 0)
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&& !m_disable_jump;
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m_disable_descend = itemgroup_get(f.groups, "disable_descend") ||
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itemgroup_get(f1.groups, "disable_descend");
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// Jump/Sneak key pressed while bouncing from a bouncy block
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float jumpspeed = movement_speed_jump * physics_override.jump;
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@ -549,10 +551,10 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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speedV.Y = -movement_speed_fast;
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else
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speedV.Y = -movement_speed_walk;
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} else if (in_liquid || in_liquid_stable) {
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} else if ((in_liquid || in_liquid_stable) && !m_disable_descend) {
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speedV.Y = -movement_speed_walk;
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swimming_vertical = true;
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} else if (is_climbing) {
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} else if (is_climbing && !m_disable_descend) {
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speedV.Y = -movement_speed_climb;
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} else {
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// If not free movement but fast is allowed, aux1 is
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@ -581,13 +583,13 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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speedV.Y = -movement_speed_fast;
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else
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speedV.Y = -movement_speed_walk;
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} else if (in_liquid || in_liquid_stable) {
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} else if ((in_liquid || in_liquid_stable) && !m_disable_descend) {
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if (fast_climb)
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speedV.Y = -movement_speed_fast;
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else
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speedV.Y = -movement_speed_walk;
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swimming_vertical = true;
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} else if (is_climbing) {
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} else if (is_climbing && !m_disable_descend) {
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if (fast_climb)
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speedV.Y = -movement_speed_fast;
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else
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@ -1088,6 +1090,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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// Determine if jumping is possible
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m_disable_jump = itemgroup_get(f.groups, "disable_jump");
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m_can_jump = (touching_ground || standing_node_bouncy != 0) && !m_disable_jump;
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m_disable_descend = itemgroup_get(f.groups, "disable_descend");
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// Jump/Sneak key pressed while bouncing from a bouncy block
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float jumpspeed = movement_speed_jump * physics_override.jump;
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@ -191,6 +191,7 @@ private:
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bool m_can_jump = false;
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bool m_disable_jump = false;
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bool m_disable_descend = false;
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u16 m_breath = PLAYER_MAX_BREATH_DEFAULT;
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f32 m_yaw = 0.0f;
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f32 m_pitch = 0.0f;
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