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Add physics overrides for walk speed and Fast Mode (#14475)
Co-authored-by: Wuzzy <Wuzzy@disroot.org>
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8 changed files with 94 additions and 33 deletions
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@ -8089,13 +8089,18 @@ child will follow movement and rotation of that bone.
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* `set_physics_override(override_table)`
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* Overrides the physics attributes of the player
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* `override_table` is a table with the following fields:
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* `speed`: multiplier to default movement speed and acceleration values (default: `1`)
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* `jump`: multiplier to default jump value (default: `1`)
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* `gravity`: multiplier to default gravity value (default: `1`)
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* `speed`: multiplier to *all* movement speed (`speed_*`) and
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acceleration (`acceleration_*`) values (default: `1`)
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* `speed_walk`: multiplier to default walk speed value (default: `1`)
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* Note: The actual walk speed is the product of `speed` and `speed_walk`
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* `speed_climb`: multiplier to default climb speed value (default: `1`)
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* Note: The actual climb speed is the product of `speed` and `speed_climb`
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* `speed_crouch`: multiplier to default sneak speed value (default: `1`)
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* Note: The actual sneak speed is the product of `speed` and `speed_crouch`
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* `speed_fast`: multiplier to default speed value in Fast Mode (default: `1`)
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* Note: The actual fast speed is the product of `speed` and `speed_fast`
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* `jump`: multiplier to default jump value (default: `1`)
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* `gravity`: multiplier to default gravity value (default: `1`)
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* `liquid_fluidity`: multiplier to liquid movement resistance value
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(for nodes with `liquid_move_physics`); the higher this value, the lower the
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resistance to movement. At `math.huge`, the resistance is zero and you can
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@ -8113,6 +8118,8 @@ child will follow movement and rotation of that bone.
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* `acceleration_air`: multiplier to acceleration
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when jumping or falling (default: `1`)
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* Note: The actual acceleration is the product of `speed` and `acceleration_air`
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* `acceleration_fast`: multiplier to acceleration in Fast Mode (default: `1`)
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* Note: The actual acceleration is the product of `speed` and `acceleration_fast`
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* `sneak`: whether player can sneak (default: `true`)
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* `sneak_glitch`: whether player can use the new move code replications
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of the old sneak side-effects: sneak ladders and 2 node sneak jump
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