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Add player:set_eye_offset() by @MirceaKitsune and clean up

This commit is contained in:
BlockMen 2014-04-11 15:32:46 +02:00
parent a1db9242ec
commit c0ab09af74
16 changed files with 108 additions and 13 deletions

View file

@ -406,7 +406,7 @@ int ObjectRef::l_set_animation(lua_State *L)
return 0;
}
// set_local_animation(self, {stand/ilde}, {walk}, {dig}, {walk+dig}, frame_speed)
// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
int ObjectRef::l_set_local_animation(lua_State *L)
{
//NO_MAP_LOCK_REQUIRED;
@ -431,6 +431,36 @@ int ObjectRef::l_set_local_animation(lua_State *L)
return 0;
}
// set_eye_offset(self, v3f first pv, v3f third pv)
int ObjectRef::l_set_eye_offset(lua_State *L)
{
//NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
// Do it
v3f offset_first = v3f(0, 0, 0);
v3f offset_third = v3f(0, 0, 0);
if(!lua_isnil(L, 2))
offset_first = read_v3f(L, 2);
if(!lua_isnil(L, 3))
offset_third = read_v3f(L, 3);
// Prevent abuse of offset values (keep player always visible)
offset_third.X = rangelim(offset_third.X,-10,10);
offset_third.Z = rangelim(offset_third.Z,-5,5);
/* TODO: if possible: improve the camera colision detetion to allow Y <= -1.5) */
offset_third.Y = rangelim(offset_third.Y,-10,15); //1.5*BS
if (!getServer(L)->setPlayerEyeOffset(player, offset_first, offset_third))
return 0;
lua_pushboolean(L, true);
return 0;
}
// set_bone_position(self, std::string bone, v3f position, v3f rotation)
int ObjectRef::l_set_bone_position(lua_State *L)
{
@ -1296,5 +1326,6 @@ const luaL_reg ObjectRef::methods[] = {
luamethod(ObjectRef, set_sky),
luamethod(ObjectRef, override_day_night_ratio),
luamethod(ObjectRef, set_local_animation),
luamethod(ObjectRef, set_eye_offset),
{0,0}
};

View file

@ -231,9 +231,12 @@ private:
// override_day_night_ratio(self, type, list)
static int l_override_day_night_ratio(lua_State *L);
// set_local_animation(self, {stand/ilde}, {walk}, {dig}, {walk+dig}, frame_speed)
// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
static int l_set_local_animation(lua_State *L);
// set_eye_offset(self, v3f first pv, v3f third pv)
static int l_set_eye_offset(lua_State *L);
public:
ObjectRef(ServerActiveObject *object);