Animations for swiming
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@ -359,6 +359,10 @@ mcl_player.player_register_model("mcl_armor_character.b3d", {
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sneak_mine = {x=346, y=366},
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sneak_mine = {x=346, y=366},
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sneak_walk = {x=304, y=323},
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sneak_walk = {x=304, y=323},
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sneak_walk_mine = {x=325, y=344},
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sneak_walk_mine = {x=325, y=344},
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swim_walk = {x=368, y=387},
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swim_walk_mine = {x=389, y=408},
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swim_stand = {x=434, y=434},
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swim_mine = {x=411, y=430},
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},
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},
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})
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})
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@ -31,6 +31,10 @@ mcl_player.player_register_model("character.b3d", {
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sneak_mine = {x=346, y=366},
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sneak_mine = {x=346, y=366},
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sneak_walk = {x=304, y=323},
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sneak_walk = {x=304, y=323},
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sneak_walk_mine = {x=325, y=344},
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sneak_walk_mine = {x=325, y=344},
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swim_walk = {x=368, y=388},
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swim_walk_mine = {x=389, y=409},
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swim_stand = {x=434, y=434},
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swim_mine = {x=411, y=430},
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},
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},
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})
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})
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@ -147,6 +151,8 @@ minetest.register_globalstep(function(dtime)
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animation_speed_mod = animation_speed_mod / 2
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animation_speed_mod = animation_speed_mod / 2
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end
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end
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local standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0
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-- Apply animations based on what the player is doing
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-- Apply animations based on what the player is doing
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if player:get_hp() == 0 then
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if player:get_hp() == 0 then
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player_set_animation(player, "lay")
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player_set_animation(player, "lay")
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@ -155,20 +161,28 @@ minetest.register_globalstep(function(dtime)
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player_anim[name] = nil
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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player_sneak[name] = controls.sneak
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end
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end
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if controls.LMB and not controls.sneak then
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if controls.LMB and not controls.sneak and standing_on_water then
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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elseif not controls.sneak and standing_on_water then
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player_set_animation(player, "swim_walk", animation_speed_mod)
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elseif controls.LMB and not controls.sneak and not standing_on_water then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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player_set_animation(player, "walk_mine", animation_speed_mod)
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elseif controls.LMB and controls.sneak then
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elseif controls.LMB and controls.sneak and not standing_on_water then
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player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
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player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
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elseif not controls.sneak then
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elseif not controls.sneak and not standing_on_water then
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player_set_animation(player, "walk", animation_speed_mod)
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player_set_animation(player, "walk", animation_speed_mod)
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else
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else
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player_set_animation(player, "sneak_walk", animation_speed_mod)
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player_set_animation(player, "sneak_walk", animation_speed_mod)
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end
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end
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elseif controls.LMB and not controls.sneak then
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elseif controls.LMB and not controls.sneak and standing_on_water then
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player_set_animation(player, "swim_mine")
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elseif controls.LMB and not controls.sneak and not standing_on_water then
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player_set_animation(player, "mine")
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player_set_animation(player, "mine")
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elseif controls.LMB and controls.sneak then
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elseif controls.LMB and controls.sneak then
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player_set_animation(player, "sneak_mine")
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player_set_animation(player, "sneak_mine")
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elseif not controls.sneak then
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elseif not controls.sneak and standing_on_water then
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player_set_animation(player, "swim_stand", animation_speed_mod)
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elseif not controls.sneak and not standing_on_water then
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player_set_animation(player, "stand", animation_speed_mod)
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player_set_animation(player, "stand", animation_speed_mod)
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else
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else
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player_set_animation(player, "sneak_stand", animation_speed_mod)
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player_set_animation(player, "sneak_stand", animation_speed_mod)
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@ -39,6 +39,13 @@ minetest.register_globalstep(function(dtime)
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if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.35,0.35} then
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if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.35,0.35} then
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.35,0.35}, eye_height = 1.35, nametag_color = { r = 255, b = 225, a = 0, g = 225 }})
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.35,0.35}, eye_height = 1.35, nametag_color = { r = 255, b = 225, a = 0, g = 225 }})
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end
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end
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elseif minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 then
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-- controls head pitch when swiming
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
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-- sets collisionbox, eye height, and nametag color accordingly
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if player:get_properties().collisionbox ~= {-0.35,0.2,-0.35,0.35,1.8,0.35} then
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player:set_properties({collisionbox = {-0.35,0.2,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 255, b = 225, a = 225, g = 225 }})
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end
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else
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else
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-- controls head pitch when not sneaking
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-- controls head pitch when not sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
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