Use mcl_playerphysics to handle player physics

This fixes some issues with speed overrides and gets rid of ugly workarounds.
This commit is contained in:
Wuzzy 2018-05-07 20:10:53 +02:00
parent da03b6af6a
commit 2c4eae353c
6 changed files with 22 additions and 33 deletions

View file

@ -89,32 +89,20 @@ minetest.register_globalstep(function(dtime)
-- set defaults
def.speed = 1
def.jump = 1
def.gravity = 1
-- is 3d_armor mod active? if so make armor physics default
if armor_mod and armor and armor.def then
-- get player physics from armor
def.speed = armor.def[name].speed or 1
def.jump = armor.def[name].jump or 1
def.gravity = armor.def[name].gravity or 1
end
-- standing on soul sand? if so walk slower
-- Standing on soul sand? If so, walk slower
if node_stand == "mcl_nether:soul_sand" then
-- TODO: Tweak walk speed
-- TODO: Also slow down mobs
-- FIXME: This whole speed thing is a giant hack. We need a proper framefork for cleanly handling player speeds
if node_stand_below == "mcl_core:ice" or node_stand_below == "mcl_core:packed_ice" or node_stand_below == "mcl_core:slimeblock" then
def.speed = def.speed - 0.9
-- Slow down even more when soul sand is above certain block
if node_stand_below == "mcl_core:ice" or node_stand_below == "mcl_core:packed_ice" or node_stand_below == "mcl_core:slimeblock" or node_stand_below == "mcl_core:water_source" then
mcl_playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
else
def.speed = def.speed - 0.6
mcl_playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
end
end
-- Set player physics if there's no conflict
if player:get_attribute("mcl_beds:sleeping") ~= "true" then
player:set_physics_override(def.speed, def.jump, def.gravity)
else
-- Reset speed decrease
mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
end
-- Is player suffocating inside node? (Only for solid full opaque cube type nodes