Player properties for sneaking
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@ -3,6 +3,7 @@ local S = minetest.get_translator("mcl_playerplus")
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-- Internal player state
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local mcl_playerplus_internal = {}
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local def = {}
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local time = 0
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@ -20,11 +21,22 @@ minetest.register_globalstep(function(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 controls = player:get_player_control()
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name = player:get_player_name()
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-- controls head bone
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pitch = degrees(player:get_look_vertical()) * -1
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
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if controls.sneak then
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
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if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.40,0.35} then
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.35,0.35}, eye_height = 1.35})
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end
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else
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
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if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.8,0.35} then
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65})
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end
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end
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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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