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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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grorp 2024-04-30 13:50:01 +02:00 committed by GitHub
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commit 2bdd0a6bdb
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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.
* `set_physics_override(override_table)`
* Overrides the physics attributes of the player
* `override_table` is a table with the following fields:
* `speed`: multiplier to default movement speed and acceleration values (default: `1`)
* `jump`: multiplier to default jump value (default: `1`)
* `gravity`: multiplier to default gravity value (default: `1`)
* `speed`: multiplier to *all* movement speed (`speed_*`) and
acceleration (`acceleration_*`) values (default: `1`)
* `speed_walk`: multiplier to default walk speed value (default: `1`)
* Note: The actual walk speed is the product of `speed` and `speed_walk`
* `speed_climb`: multiplier to default climb speed value (default: `1`)
* Note: The actual climb speed is the product of `speed` and `speed_climb`
* `speed_crouch`: multiplier to default sneak speed value (default: `1`)
* Note: The actual sneak speed is the product of `speed` and `speed_crouch`
* `speed_fast`: multiplier to default speed value in Fast Mode (default: `1`)
* Note: The actual fast speed is the product of `speed` and `speed_fast`
* `jump`: multiplier to default jump value (default: `1`)
* `gravity`: multiplier to default gravity value (default: `1`)
* `liquid_fluidity`: multiplier to liquid movement resistance value
(for nodes with `liquid_move_physics`); the higher this value, the lower the
resistance to movement. At `math.huge`, the resistance is zero and you can
@ -8113,6 +8118,8 @@ child will follow movement and rotation of that bone.
* `acceleration_air`: multiplier to acceleration
when jumping or falling (default: `1`)
* Note: The actual acceleration is the product of `speed` and `acceleration_air`
* `acceleration_fast`: multiplier to acceleration in Fast Mode (default: `1`)
* Note: The actual acceleration is the product of `speed` and `acceleration_fast`
* `sneak`: whether player can sneak (default: `true`)
* `sneak_glitch`: whether player can use the new move code replications
of the old sneak side-effects: sneak ladders and 2 node sneak jump